Den-noh Coil: The 2000s Sci-Fi Anime You Never Watched (But Should) || Review

A brief spoiler-free review of the original 26-episode Spring 2007 anime “Den-noh Coil” (also translated as “Dennou Coil”), animated by Madhouse, created and directed by Mitsuo Iso.


Nostalgia, Child’s Play, & the Internet

In the near future, people have integrated augmented reality their daily lives through the use of specialized cyber glasses. A virtual world of “E-spaces” overlays Daikoku city’s electronic infrastructure. Viruses hide in plain sight, yet only glasses wearers can see these virtual hazards. Children in particular find immense joy in tracking down old abandoned E-spaces and using them for their own game. Hacking spaces, switching servers, discovering damaged domains—it’s like the coolest game of geocaching you could ever play! Some have even taken interest in hunting for metabugs, small gems which can be converted into currency or special items in the digital world.

This brings us to Yuuko “Yasako” Okonogi and her family, who have just moved to Daikoku City despite rumors of some people mysteriously disappearing. While searching for her cyberdog Densuke, Yasako encounters Fumie Hashimoto, a playful classmate and member of “Coil.” Comprised of other community youngsters, the small unofficial detective agency helps glasses wearers solve various cyber troubles. The girls’ meeting also brings Yasako’s snappy grandmother back into her life, who just so happens to run a shop that sells illegal tools which interact with the virtual world AND is the bright mind behind Coil.

Like any program, however, there are many bugs in the system, dubbed “illegals.” Some are lost, aimlessly wandering the digital landscape to eternity. Other illegals exist to cause mayhem, and some are harmless yet like to follow humans around, much like a household pet would. Another girl, Yuuko “Isako” Amasawa, is also investigating these corrupt spaces, but her abrasive hacking style (and attitude) deters her from making friends. The kids in Coil are determined to discover the truth behind the mysterious viruses and disappearances, but little do they know what corruption lurks on the dark side of the web.

yasako and fumie

Virus Attacks & Friendly-Fire Hacks

For the entirety of the series, Yasako serves as our blank canvas as Fumie guides us through the ins and outs of the virtual world. The two girls become best friends, and Fumie’s intelligent yet loud personality meshes well with Yasako’s soft naivete. Navigating through scary virus attacks and friendly-fire hacks from their fellow classmates, the go quite well together as a pair.

But, if there’s one giant brick wall stopping them from having fun in this digital space, it’s going to be Yuuko Amasawa. To avoid confusing the two Yuuko transfer students, the kids call her Isako. And boy is Isako one tough nut to crack. She’s standoffish, rude, and totally not interested in making friends; rather, her eyes are set solely on collecting metabugs for her own personal mission.

To complicate matters, the incredibly obnoxious and bratty Daichi Sawaguchi (along with his self-named “Hackers Club” goons) are also trying to snatch up metabugs, drawing out much of the conflict in the series’ first half. As things get weirder and weirder on the digital side, these hidden secrets tell of disastrous things happening in Daikoku City. Maybe, just maybe, the forces undermining the kids’ efforts will allow them to start seeing eye-to-eye.

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Given that practically the entire cast of this one is made of children, I’m SO glad that the English dub from Maiden Japan cast all the young boys with female dub actresses. (It just helps avoid the cringe of hearing a 30-year-old man voicing a ten-year-old.) I’ve never heard a dub where the children—to this extent—act and sound so much like children should. These kids are FUNny and are a hoot to watch! (And I LOVE Specs Granny!!)

Whether chasing down urban legends, stalking haunted hotspots, or connecting dreams and memories across time and digital spaces, these kids go on quite the coming-of-age journey. Together, they prove that the Internet can be a fantastic place for self-discovery—but also a potentially hazardous landscape without practicing proper safety.

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Integrating CG with the Digital World

Although the show has a quiet, lukewarm start to it, the talents at Madhouse breathe astonishing life into Den-noh Coil. Mitsuo Iso not only directed AND created the entire story—he also drew many of the key frames himself! His style is jerky yet detailed, full of motion and expression. There’s some really well-animated character work done here, and it’s all in the details. Whether fidgeting children, readjusting glasses, or making silly faces, the animation fully encapsulates the behaviors and mannerisms of goofy 6th graders.

Despite coming from an era of anime where the use of CGI was almost purely experimental, the 3D CG works remarkably well here since Den-noh Coil‘s world is deeply intertwined with the digital space of the Internet. Muted, drab, washed-out Tokyo landscapes provide a unique, small-town community atmosphere to the series. Much of the AR special effects work is done with CG, giving us a nice distinction between the bleak watercolor skies of the real world and the quirky (yet dangerous) E-spaces that the kids are so fond of exploring.

I also found the entire soundtrack of the show to add a unique quality to Den-noh Coil. The series is accompanied by soft acoustic guitar and the quiet cascade of digital sound effects whenever the kids are dueling in back alleyways. Tsuneyoshi Saito’s OST, as with most of his other works (most notably Fafner), showcases the strengths of orchestral music. If we’re not getting weaving wind ensembles, we may hear the solemn beat of tribal drumming, or even the tender, evocative enchantment of the piano. It’s classic, and this kind of music will always win me over.

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Connection, Disconnection, & Loss

Den-noh Coil takes a bit to get going, but enjoy its comedy/slice-of-life beginning. Trust me. These early-middle standalone episodes explore youth, life, and living side-by-side with this digital world, and are by far some of the strongest in the series. (The beard episode was especially great.) I’d argue that the episodic direction in the middle is far stronger than the main overarching story. Then again, I just find that the episodic style suits the series’ world and setting better.

About two-thirds of the way in, this sci-fi adventure kicks up the mystery with a starkly different plot set in motion. The character drama in the middle is also strong and even stronger at the end, which ties in well with the creepier subjects of the series’ finale. It’s a striking tone switch, but it really makes for an exciting finale.

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These days, no one talks about Den-noh Coil (which is partially why I was drawn to it in the first places). I think that’s sad, because it’s more relevant now than it ever was in 2007 when it first came out, and I can’t help but think how highly people would praise the series if it was put out today. Certainly, it’s one creative piece of sci-fi.

Den-noh Coil tackles themes of connection, disconnection, loss, extinction, living within boundaries, and learning to push beyond certain limits. It explores what can go wrong in a world that lives side-by-side with technology, a world that can be hacked AND hack you just the same. Some stories are silly and eccentric; others are thought-provoking and startlingly philosophical. If you’re wanting an anime that explores transience in the digital age and you’re tired of being directed to Ghost in the Shell or Serial Experiments Lain, go give Den-noh Coil some love. It’s TOO overlooked and under-appreciated, and I guarantee it’s the early 2000s sci-fi anime you never watched—but absolutely should.

yasako and isako


What is real? Does being able to touch things make them real? If something can’t be touched, does that mean it isn’t real? What things are really, truly here? What things are actually here for sure?  — Yuuko “Yasako” Okonogi


Afterword

I had to sit on my rating for Den-noh Coil for a while. On one hand, it’s slow, a bit drab, and unnecessarily confusing with all its technobabble nonsense. On the other, however, it’s surprisingly dynamic and full of interesting ideas. And you know what, it’s for these reasons that I welcome Den-noh Coil as a certified “Cafe Mocha” title. THIS right here is what we call an anime gem, and you should seriously consider adding it to your watch list if you love sci-fi or augmented reality in the slightest! Had I watched it as a child, I couldn’t even begin to imagine the boundless fun I would’ve had with it! Are you one of the rare few who have seen Den-noh Coil? Please let me know, as I’m looking for fellow Coil kids to love this show with! Thanks for reading, ’till next time!

– Takuto

Netflix’s Ghost in the Shell: SAC_2045 is Enjoyable, But Not in the Way You’d Think || Review

A brief spoiler-free review of the 12-episode 2020 anime “Ghost in the Shell: SAC_2045,” produced by Netflix, animated by Production I.G and Sola Digital Arts, directed by Shinji Aramaki and Kenji Kamiyama, and loosely based on the manga by Shirow Masamune.


A New Threat Emerges

The Synchronized Global Default changed everything about societies all over the globe. Now, in 2045, the economic disaster continues to impact the human race as the world enters a state of “Sustainable War” via AI technology just to keep money in the pockets of policy makers. But, as the Stand Alone Complex world continues to prove, people really do not possess any idea of the capabilities of these AI—as well as the potential threats to their own privacy and safety—while living in this rapidly accelerating cyberization age.

As a result of the economic fallout, Public Security Section 9 was kicked off government payroll and reduced to hired mercenary jobs out in the hot American southwest. Given the opportunities to engage their enhanced cyberbrains and combat skills, it’s not the worst outcome for full-body cyborg Major Motoko Kusanagi and her partner-in-crime Batou. However, the emergence of extremely potent AIs with remarkable intelligence and physical might, dubbed “post humans,” just might be the global threat Section 9 Chief Aramaki needs to pull the old team back together again.

Off-the-grid sci-fi action and cyber crime dominate the scene as the classic Ghost in the Shell: SAC story returns with this latest installment. Don’t count your Tachikomas before they hatch, though, as this is far from the sequel longtime fans have been waiting for. Overrun with loud action stunts and a hardly tactical approach to most combat, 2045 may be the weakest entry thus far—and the switch to all 3D CG doesn’t give much to boast about. But, this is still a Ghost in the Shell story, mind you, and any GitS is worth watching if you love this universe like I do.

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The Old Gang Reunited

With a new Ghost in the Shell comes a new look for the Major. Although she doesn’t carry the same maternal air as the original SAC‘s Major, I do really like the pretty and iridescent quality that this Motoko bears. It’s as if the short bob and rebellious spirit of Arise‘s Major met the violet, cool-toned and commanding authority of SAC‘s. While Batou largely retains the same figure, including his signature prosthetic eyes, Togusa’s new look suits him quite well. I wasn’t particularly happy about hearing that his marriage fell apart in the time since SAC 2nd Gig (honestly the biggest crime here), but at least the shortened mullet makes him feel like a fresh man.

Perhaps my favorite single part of Netflix’s crack at GitS doesn’t even pertain to character designs, plot points, or the music—it’s the dub cast. Somehow, Bang Zoom was able to track down the all-star cast of the original SAC dub, including the incredible Mary Elizabeth McGlynn as BOTH the dub’s director and the Major herself. Add in Richard Epcar’s rough-around-the-edges Batou, Crispin Freeman’s rich yet naive Togusa, William Knight’s authoritative yet flighty old man Aramaki, and Melissa Fahn’s iconically squirrelish Tachikoma voice and, ahh, it’s a wonderful nostalgia trip. Mary Elizabeth’s Major really does embody the soul of this franchise. It was only after hearing the old Section 9 again that I was reminded just how much I’ve missed this world.

So, as you can tell, I wasn’t one to hate on the new character designs. The characters themselves aren’t necessarily here to be dynamic so much as to be badass cyber soldiers and carry out the plot (except maybe Togusa), and to each their own on that. But, if there’s one major gripe I have about the characters, it’s the facial expressions, which is a perfect segue to the show’s biggest controversy: the animation.

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A Bold Switch of Style

As you may have heard fans gripe, directors Aramaki and Kamiyama decided to have all of 2045 animated in 3D CG. In addition to story focus and heightened emphasis on explosive action, this changed visual style makes 2045 feel even more removed from SAC‘s old roots. At what point do we stop calling it a sequel? I don’t even know where to begin on this one except for with the negatives.

For one, the lip flaps hardly match the voice acting—this is consistent across the English and Japanese dubs. Lots of dialogue may be spoken, but the mouth hardly moves. Now, 2045 can sometimes get away with this since A) half the characters are cyborgs, and B) much of the dialogue is communicated via connection to the Net, thus no need for spoken words. But even the most human characters suffer from a general lack of expressive facial emotions.

My second big gripe is that everything is CG. From vehicles and landscapes to special effects and the hair on a person’s head, it’s all been animated using digital technology. This means that, when something is textured, it’s generally done well and with consistency. On the other hand, when there’s no texture work, it’s entirely flat to the eyes. The production feels cheap as a result, sometimes gross, even if I know that it’s actually decent quality CG work being done here.

That said, I do, in fact, like the way this series looks (shocker, I know). Sure, I would’ve liked a more traditional approach with 3D CG modeling being used for a minority of the production rather than the only technique, but this isn’t all bad. Japan’s towering skyscrapers and clean, futuristic architecture have never looked better in SAC than they do here. The Tachikomas shine brilliantly, and the action sequences are also entertaining and very well choreographed (even if they’re ultimately no more than added popcorn material). Chances are most people will dislike the CG, though, especially if they came in with expectations of the franchise.

major and tachikoma 2045

At Least it Sounds Great

Between writers and actors, it would seem that everyone came back to work on this universe again—everyone except for SAC series music composer Yoko Kanno. Thankfully, Nobuko Toda and Kazuma Jinnouchi carry the mantle of SAC with strong compositions in 2045. Between the jazzy interludes, lo-fi downtime, and high-octane cyber beats, I almost could’ve sworn it was still Kanno behind the keyboard. Toda and Jinnouchi also worked together on composing the score for Netflix’s recent Ultraman series, which may explain why 2045 also feels a little retro-punk at times.

As with the dynamic visual special effects work, the audio effects also fill in the sounds of this technologically advanced world. Whether the soft hum of a self-driving car on the highway, the relentless fire of Gatling guns, the blinking and honking of city sounds, or the digitization of bodies floating around in the Net, the sound design maintains a high standard across the series.

togusa 2045

Waiting for the End

From the occasionally nauseous CG animation alone, it’s easy to think that this is a poorly directed series. 2045 is also not as philosophically explorative as its predecessors; rather, it seems to look smart by skimming the surface without postulating the further impacts and implications of people living by and through the Net. As opposed to genuine curiosities or worries about our future with technology, 2045 favors absurd thriller tones to engage its audience. I wish it were deeper and more full of wisdom like the previous seasons were, but 2045 is not that story. Maybe it’s not that great . . .

BUT, I don’t want to lose hope because I did enjoy my watch. Heck, binging 2045 on Netflix in a SINGLE SITTING was loads of fun—questionable CG and all—and I only wish I could’ve listened to more of the Major and her team exchanging witty banter back and forth. For me, clearly, the dub alone made 2045 worth watching.

As it stands, this is only half the story, so I can’t completely say whether or not 2045 is worth passing on. With the second cour green-lit but yet to be announced, I await the end of this new story with cautious optimism. When that day comes, I definitely plan on joining the Major once again. If Ghost in the Shell is your thing, you may want to consider putting 2045 on hold until the entire series is out. Otherwise, strap in—this ride is already proving to be a bumpy one.

major batou and togusa 2045


You think I like this? There are too many unknown variables. It doesn’t smell right. But, then again, we always enjoy coming along with you for the ride—it’s the only reason we’re all here. — Batou


Afterword

If that last quote from Batou doesn’t encapsulate my feelings on Ghost in the Shell: SAC_2045, I’m not sure what does. Until the second half can solidify my opinions on this series, I’ll pass 2045 as a “Coffee” rating for now. It’s mediocre at most points, but when it’s good, you may just remember why you fell in love with this series to begin with. Have you watched Netflix’s Ghost in the Shell yet? If so, what are your thoughts? Given how optimistically I tend to view this franchise, I’m eager to hear about them. Otherwise, ’till next time!

– Takuto

When Science & Magic Collide: Top 5 Reasons Why I Love Index/Railgun | OWLS “Thankful”

Chances are that if you were linked here from another blogger pal, then you might be new. To those first-timers, “Hi, I’m Takuto, welcome to my anime cafe!” For the OWLS blog tour’s  eleventh monthly topic for 2018, “Thankful,” I wanted to shed some light on a certain franchise that doesn’t ever get too much public love from me. Believe it or not, back in the day when I only had about 20 or so anime under my belt, A Certain Scientific Railgun was one of, if not my favorite anime ever. And because of its decline in publicity following the climactic Index II finale, I never really got to express how much this incredible franchise meant to me (and still does mean to me).

Here at OWLS, we are pretty thankful that we are able to come together as a community and share a love and appreciation for anime and manga. This month we will be showcasing our appreciation by giving a shout out post to our favorite manga artists, creators, production companies, and writers who produced some of our favorite works. We will be discussing our favorite works by these creators and our reasons as to why we appreciate them.

A very simple yet fitting topic for this month, I’m excited to put on the nostalgia lens and celebrate just a few of the many reasons why I’m overjoyed to have this electrifying world where science and magic collide in my life. Cause trust me–there’s never a dull moment in this city!

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A brief, spoiler-free glimpse into the massive “A Certain Magical Index/A Certain Scientific Railgun” or “Raildex” franchise, all animated by J.C. Staff, and originally written by Kazuma Kamachi.

Been a while? Let’s briefly review!

The world of Index is one where having supernatural powers is commonplace—that is, for the 2.3 million residents of Academy City. A sprawling metropolis boasting the technological prowess of a city existing 30 years in the future, everything in Academy City is regulated and organized to perfection. Because its inhabitants or Espers must develop their psychokinetic powers, an elaborate education system dominates much of the city. Sprinkle in several hundred research institutions and it’s no wonder these supercharged Espers have become associated with the scientific community.

A poor Level 0 possessing no powers but a strange knack for canceling out others’ with his right hand, Touma Kamijou finds himself ironically disenchanted by reality when he discovers that Espers aren’t the only power users roaming the planet. One day, he finds a nun literally draped over his balcony who claims to be on the run from a group of magicians. Magicians are those who practice magical arts, usually subscribing to a certain religion, church, sect, or philosophy to guide their training.

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But Touma doesn’t care about any of that—he’s already got a bunch of classes to make up, a Level 5 “bug zapper” out for guts, and a case of rotten luck that seems to follow him wherever he goes!

A Certain Magical Index chronicles Touma Kamijou’s mishaps as he stumbles through the magical side of things and entangles himself in situations that eventually threaten the balance of the two communities vying for supremacy in Academy City. Meanwhile, the spin-off A Certain Scientific Railgun functions as a sister series to Index in that it follows the Level 5 Electromaster Mikoto Misaka and the trials and tribulations she faces while encountering the dark side of Academy City.

Top 5 Reasons Why I Love Index/Railgun


#5 – The Incredible Cast of Characters

Whether you prefer the diversity of Index or the raw friendship in Railgun, you can’t deny that as a whole, both series offer a fascinating cast of characters. While some are much better developed than others (such as the “heroes” vs. the “villains”), you get the sense that each character is fighting for reasons beyond their role. As the story goes along, we see the complexities of each character shine in their individual little arcs, and although you could argue that Railgun put more love into its cast (good guys and bad guys alike), all of them are fascinating in their own right, be it with their powers, their relationships to others, or their system of beliefs. So many different personalities! The cast becomes even more fun to watch when the two stories collide, but I’ll get to that here in a minute.

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#4 – The Insane Architecture & Animation

I wanted to keep this reason separate from another on this list because it truly does deserve its own category. Simply put, this is the best set of works from J.C. Staff that I’ve ever seen, especially Railgun S. Admittedly, Index season one has aged quite a bit in all aspects; that’s not to say it’s bad, but rather quite average for a mid-2000s shounen anime. Railgun, on the other hand, looks timeless in practically all areas, be it the riveting action sequences or the more down-to-earth comedic moments. With each new season comes a more vivid, dynamic vision of what these supernatural power users are truly capable of, and naturally, newer entries will look far superior to older ones. From the explosive energy of Misaka’s signature “railgun” to the mystical spells and arts cast by magicians, the animation remains a high point for this beloved franchise. As an Esper, you are only limited by what you can’t mentally compute quick enough!

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And can we give those background artists a freakin’ round of applause?? They are the ones responsible for bringing Academy City to life: towering skyscrapers, glowing lights, roving highway streets, radiant research institutions, dirty alleyways—heck, even the seemingly infinite number of CG wind turbines littered throughout the city! The clean sci-fi aesthetic matched with homely elements like the occasional brick-paved sidewalk or flower box really does make it feel like Academy City exists in the near future—a future well within our grasp. So I’m glad we’re getting more Index and Railgun, not only for the story and characters, but because I can rely on J.C. Staff for turning these sequels into top-notch productions.

 

#3 – The Intricate, Intertwined Storytelling

We all like a good cameo here and there, right?  Well, Index is FULL of them, so much so to the point that certain characters from the science side of Railgun will hop onto the magic side and have a little fun. Sometimes these visits are brief, such as seeing the dangerous Level 5 Meltdowner chilling in a coffee shop with her friends; others are extended, like when Accelerator had that whole encounter with Index and even bought her food at everyone’s favorite family restaurant Joseph’s. We love seeing our favorite characters thriving in their element, but it can be even more fun to see them out of it and even chatting with characters we know from what feels like entirely different worlds.

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The sheer level of articulation needed to not only tell each story but intertwine them on the same time line is monstrous. To keep each little side story straight yet consistent with the main plot and other happenings in the universe boggles my mind, as I’m sure it does the writers’. I mean, how do you remember that X character went into Y store at this time and saw Z AND keep this seemingly pointless interaction in-line with everything else that is slowly unfolding around us?? Having two series that bounce off of each other so well is one of the franchise’s great hallmarks without a doubt!

The franchise’s most famous story, the “Sisters Arc”, is known throughout all seasons and reiterations of the story for its complexity, and has been heralded as a brilliant story all on its own between its gripping characters and powerful, conflicting emotions. Having been told in both Index season one and elaborated on in Railgun S, the multi-lens perspective of both Touma and Misaka only proves that the writers of the Raildex franchise know exactly what they are doing, and I just can’t wait for more.

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#2 – The Battle of Concepts: Science VS Magic

Kind of an obvious one, as I like my action scenes just as much as the next guy. But beyond just visuals, Index makes it especially clear that actions are rooted in beliefs, faiths even, and this battle of concepts—of ideologies—is the real fight I’m talking about here. One of the first things that drew me to this universe was Esper power hierarchy, which rates a student’s ability from 0 to 5. This power system also influences the socioeconomic balance, where your Level 4s and 5s are practically viewed as pop stars living lavish lifestyles. (We quickly find this doesn’t apply to everyone, though.)

But just like real science, researchers are all working to push the boundaries of what humans are capable of—the ultimate goal, of course, being to produce the first Level 6. Some scientists lie in the depths of Academy City’s darkness to deceive, trap, and capture innocent children and Espers alike for the sake of their research. Although twisted, the dedication to making the process as truly scientific as possible was what won me over as a fan. Misaka’s railgun is grounded in real scientific principles, and there’s always a satisfying explanation to how an Esper uses their supernatural powers.

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Unlike science’s dedication to mapping the brain and dissecting DNA, magic is a difficult concept to unravel, which makes sense given that magic in this world and in ours is tied to myths, legends, and stories of old. Religious doctrines and artifacts are referenced left and right in Index, and although not as clearly defined as the science side, it’s always fascinating to see how these mythical ideas and religious figures translate to a medium as exploratory as anime.

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#1 – The Sprawling Metropolis of Academy City

Annnnd my favorite reason I love this franchise is for the setting itself, Academy City. In fact, if I could live in any one fictional anime setting it would be Academy City. I mean, beautiful buildings sparkle in the sunlight, shopping districts are everywhere, the weather is predicted down to the second, cafes can be found at every street corner—it MUST be the place for me! Not to mention a chance at having psychokinetic abilities and a curriculum to develop those powers?? HECK YEAH COUNT ME IN. It is essentially a utopia, a perfect place for near-perfect people. But what we find is that this drive for perfection also makes it the perfect place for underground organizations to manipulate social happenings.

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Arguably more of a character than a location, Academy City becomes the converging point for nearly every element of the story. Watching it become warped over the course of series as the climate for war increases is astounding, and it’s awesome that we’re finally getting to find out what will happen in this climactic third world war. For every conflict between religious institutions there has been an illegal experiment in some seemingly defunct laboratory. Between the Mages and Espers, scientists and magicians, and terrorists within and outside the walls all trying to maintain their hold on this sprawling metropolis, Academy City has mastered the duality of darkness. Possibilities are quite literally endless in a place that favors advancement and new ideas, and that’s why I love it so much.

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A Thank-You to Everyone Involved

As I mentioned at the beginning of this post, this entire franchise, specifically the Railgun side, has meant a lot to me over my years an anime fan. Yet, I never really have expressed my love for it before on my blog (maybe after I rewatch it all I’ll have something to say). And so, I just wanted to offer my sincerest thanks to everyone who has been involved with this massive project:

To all the writers, especially Kazuma Kamachi for the original story of Index; to artist Kiyotaka Haimura for his art in the Index light novel as well as for all the memorable character designs; to Motoi Fuyukawa for creating the Railgun spin-off manga; to Hiroshi Nishikiori and Tatsuyuki Nagai for directing Index and Railgun, respectively; to the endearing Kawada Mami on Index and electrifying fripSide on Railgun for providing their incredible opening theme songs; to all the producers, voice actors (both sub and dub), TV broadcasters, licensing companies like Funimation, Crunchyroll, Seven Seas, and Yen On for bringing over the anime and books to the states, and to everyone else that I missed—

Words cannot express how thankful I am to have had such an incredibly fascinating and intricate universe of thought brought to me over the years. Your collaborative efforts on this tremendous project have inspired a generation of young fans, myself included, to think outside the box and create our own personal realities. Thank you all!

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Afterword

Guys, I used to be OBSESSED with this franchise you have no idea. With the suddenly recent airing of the long-awaited Index III (as well as an announcement of a third season of Railgun and EVEN an adaptation of the Accelerator spin-off), there’s never been a better time to be a fan. And if you’ve held off for this long for one reason or another, now’s an excellent time to jump right on in. You’ve got novels, manga, several TV series, and even a film to enjoy at whatever pace you’re comfortable with. My personal recommendation? If you’re an anime-only person, start with A Certain Scientific Railgun season one. It introduces the world and Academy City better than Index does in my opinion. Then hit up Index’s first season, Railgun SIndex II, and the Endymion film. If you’re already a fan, then where have ya been?? Let me know in the comments, and also what your favorite entry or story in the franchise is!

This concludes my November 20th entry in the OWLS “Thankful” blog tour. YumDeku (MyAnime2go) talked about two anime they were thankful for, which you can find out what those were right here! Now, look out for our good friend and prompt-writer Lyn (LynLyn Says) with a post coming Wednesday, November 21st! Thanks for listening to me fanboy about Index for over 2,000 words (you rock!), and until next time, this has been

– Takuto, your host

Completing My First “Tales” Game! | Blogmas 2017 Day 7

Hey everyone, welcome to day 7 of Blogmas!

Another quickie today, but a celebration nonetheless! This past early spring, I completed my first Tales game. For those unfamiliar with the massive franchise, the title Tales refers to a sprawling series of games, most unrelated, created by the game company Bandai Namco in Japan. They’re known for their iconic and elaborate character designs, fantasy-inspired landscapes, Celtic-inspired soundtracks, and most of all, their deep, thought-provoking adventure stories that can take just as long as a Final Fantasy game to complete. We’re talking about clocking no less than 30 hours per game!

Anyway, the Tales franchise means a lot to me. Not because I am overly familiar with the gameplay (as you can see by the title of this post, I’ve actually played very little Tales in my life T__T), but because I get my roots as a fan of entertainment in general from the fantasy genre, the Tales franchise being rich in the source. I’m a kid born and raised on attending Renaissance Festivals and Madrigal Feasts, often loosing myself in the adventurous worlds of tabletop gaming like (our adapted version of) HeroQuest (anyone remember that), TCGs like Pokemon and Magic the Gathering, books like John Flanagan’s Ranger’s Apprentice series, or even iconic films of the genre, Lord of the Rings and The Hobbit to name a couple. I love fantasy—essentially, its themes of valor, honor, and justice compose my heart for entertainment.

Most importantly, Tales of Symphonia: The Animation is one of only a handful of shows to get me started on anime. If  didn’t come across the Japanese opening of the game, “Starry Heavens,” which I’ll link below, I would never have discovered the wondrous world of Japanese animation.

So here we go: to the best of my ablility, I will briefly discuss my experiences playing both Tales of Symphonia and Tales of Zestiria on the PS3 from the weak non-gamer perspective that I have!

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Loose Discussions on My Experiences Playing a “Tales” Game

(These will DEFINITELY NOT be formal reviews.)

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Tales of Symphonia

Looking back on it, Symphonia‘s anime does a really, really good job at sticking to its source material. It’s got all the major locations, major backstory elements pertaining to the main characters, and even some of the minor characters. Heck, even most of the theme songs for specific characters and towns were brought back for the anime! But this isn’t about the anime, I suppose. Back to the game.

One of the biggest problems I had with the game was the use of annoying side mazes that involved using a “magic ring” to properly traverse. It’s gimmicks like these that tend to ward me off of games—I JUST WANT TO SEE THE STORY. Some of those were really hard, too; as a beginner, I found myself referring to YouTube walkthroughs more and more as the game’s climax neared just to get passed these stupid little travel puzzles.

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OH MY GOD WELGAIA’S FREAKIN FLOORS SCREW THIS

Another beef I had with it was the English audio. As a who’s fan loyal to what I hear first, that being the anime in fansubs, I couldn’t stand the English voices for Lloyd or Zelos. This was easily fixed by changing the game’s audio back to the original Japanese, however, so it’s not so much of a problem as it was just a preference. Raine’s VA for both  was good though, so way to go Kari Wahlgren!

Where it has its minor issues, I found myself immensely enjoying all of the sidequests or story elements that were dropped in the anime adaptation; piecing together the events and locations, however major or minor, that were missing from the anime was tons of fun, as I learned many new things about Symphonia‘s two worlds and their peoples. And while I did think that the final confrontation with Mithos, the ultimate antagonist, was a bit lousy in game format (or at least it had way less of an emotional appeal to it, though movies do tend to resonate with me more), I much rather preferred the game’s handling of tying up all the loose ends—specifically, resolving the pact with Origin and the birth of the new World Tree. It had more time to fully explain itself, and now after all these years I FINALLY understand who Origin is! Woohoo!

All-in-all, finally getting around to playing (and actually finishing, holy shit) Tales of Symphonia (PS3) after six LONG years of putting it off, I can’t help but feeling so complete—the story has finally come full-circle, the adaption introducing me to anime as a media and the PS3 game engrossing me in JRPGs. Do I now despise the anime for excluding so many “crucial” plot points? Absolutely not. I still hold Tales of Symphonia: The Animation in the highest regard, as it’s still a beautiful, moving tale of the harsh realities of racism and revenge, and the hope that comes with uniting two fundamentally broken worlds—I love both iterations of the story, and I probably always will. I DO recommend both the anime and the game, so pick your poison and head out on your own adventure ASAP! (Or be like me and experience both! More Symphonia is a very good thing.)

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Ultimately, I was just so happy I could say I completed my first Tales game, but I immediately knew that It wouldn’t be the last. In fact, my second Tales adventure was awaiting me just around the corner—the end of a good school year, and the start of a brilliant summer!

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Tales of Zestiria

I remember seeing a promotional poster for the anime Tales of Zestiria the X circulating years back, and I do recall being excited for it despite not knowing anything other than that it was another Tales adaptation by the GOD STUDIO, Ufotable. After getting to see the English voice actor for Zestiria‘s MC, Robbie Daymond, in person at this year’s Naka-Kon, I knew the first thing to do as soon as I got home: purchase the PS3 game (I actually ended up doing it in the hotel room, tho >.<).

My recent success with Symphonia set my passions ablaze for tackling the next big JRPG. Once you’ve played one JRPG, you’ve played them all, right? Or perhaps, you want to play them all. From the reviews alone, I already knew that this one was going to be the easiest-to-understand in the entire franchise so far, and that it was arguably the “not-very-smart one” in the series. The character designs charmed me too much, however, and the sparkling armitization sequences just blew me away! The real draw-in for this series, voice actor meeting aside, was the anime’s OP theme, “Kaze no Uta” by FLOW. It was just the smooth, crisp 60 fps display plus the ridiculously catchy tune that made this show a MUST for me. Anyone see a trend here?

That’s right, both Tales games that I have played drew me in through their gorgeous, catchy openings. I suppose that should speak volumes about their music choice and soundtracks, no? Easily some of the best stuff I’ve ever listened to. And I still jam to this song every time I’m working out (which is rare) or whenever I need something to lift my spirits (which is often).

Unlike Symphonia, however, Zestiria had yet another thing winning for it: the fandom. Oh the ships, all the ships, I tells ya!! I’m such a sucker for anything Sorey and Mikleo, Alisha and Lailah. They’re all just so pretty, AHH!!

EHERM. Tales of Zestiria, despite all my senseless fanboying, is a beloved game that, honestly, treads many of the same lines that Symphonia did: two races trying to coexist, one “chosen” person designated to heal the land, a loudmouth (yet adorable) MC and his reserved, intelligent best friend. “Best friend ;)” All of the parallels and similarities just make me glad that Zestiria, though argued as the “dumb one,” was my second Tales game.

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As a PS3 game itself, the reviews ARE true in that the game is likely one of the easier ones in the franchise. I had very few problems in it . . . as in literally none at all. Sure, the story isn’t as deep or intricate (or emotional) as I would have wanted it to be (AKA more like Symphonia’s darkness), but that in itself makes Zestiria‘s almost overwhelming optimism contagious, and fun to play regardless of whatever mood you’re in. The visuals are, holy god almighty, some of the finest I’ve ever seen in gaming (THOSE SKIES THO F*CK ME), and the orchestral soundtrack should be on EVERY tabletop gamer’s background music playlist. Like, shit, need something that sounds absolutely LEGENDARY for a whole freakin’ hour, here you go:

To recap the Zestiria (PS3) experience, it was easy, simple, fantasy fun at its finest. You don’t need to collect many bonus items (if any at all, I skipped most of them), and the fights themselves are, WOAH, WHAT’S THIS, the most FUN part of the gameplay! I’m no gamer, and I found swingin’ around Sorey’s massive armitized swords, bow, giant fists—what have you—to be greatly pleasurable. If you’re not looking for the deepest Tales game, but one that’s great for a first-timer, Zestiria is the one for you. I recommend it.

FUN FACT: After meeting Robbie Daymond, I played through all of the game in English and loved it—proof that once again, whatever you hear first is likely your favorite. I was also incredibly hyped for the anime adaption, as it looks like the best thing to come from Ufotable besides Fate/stay night: Unlimited Blade Works, and that’s one of the most top-tier anime you could ask for! I’m currently watching the anime, and while the inclusion of the Berseria *promotional episodes* were pointless and time-draining, it’s a pretty good show. I won’t make any judgement calls now, but I’d love to review it whenever I finish! Also, for all I know, Berseria could very well end up being my next Tales game to experience, as it, too . . . well, I bet you can already guess.

It had a rockin’ OP. 🙂

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What did you think of Symphonia or Zestiria? Any opinions on their anime adaptations, either? For the record, I have seen the Tales of the Abyss anime, but that was also very long ago, so want to rewatch that some day. Lastly, are there any particular favorites or recommendations from the Tales franchise out there? Let me know! I’ve heard that Symphonia is actually one of the bests, and though I haven’t played the others, I’m gonna probably call it as my favorite. Sorry, it’s just first-timer’s bias. This wrap up Blogmas Day Seven of the 12 Days of Anime! Thanks for reading, and I’ll catch you all tomorrow!

– Takuto, your host

The New World: Spirit Tracks | Zelda Project

Welcome! This is just a fraction of the reviews and reminiscent posts covering the expansive “Legend of Zelda” franchise in a project titled “The Legend of Zelda: A Blogger’s Journey,” which covers the many adventures of Link, from its creation in 1986 to its arguable magnum opus in 2017. This massive undertaking was started by fellow blogger NekoJonez (NekoJonez’s Gaming Blog), and though we had some rough-footing (what with aligning individual schedules to a project on this scale), I’m proud to be a part of the brave thirteen bloggers who were captivated by this memorable franchise, and wish to tell their own tales about the games they love. 

Here I have chronicled my experience playing “The Legend of Zelda: Spirit Tracks” in Part 2 of 2. Part 1 over the game’s prequel, “The Legend of Zelda: Phantom Hourglass,” can be found here. 

This is only the third blogger project I’ve ever been part of, so an extended thank you to NekoJonez for recruiting me back in June of 2017—we’ve come such a long way, my friend!

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Awesome logo by zoef


New Hyrule, New Problems

A century has passed since the Hero quelled the Realm of the Ocean King (2 years in our world, now 2009). A mainland was found, and the kingdom of New Hyrule was established by a reincarnation of Princess Zelda. Standing tall in the center of the Overworld is the Tower of Spirits, a “lock” of sorts that binds a great demonic force within the land, and sprawling from that tower is a vast network of railroad tracks that act as “shackles.” Link, also reincarnated as a young engineer, lives a peaceful life within New Hyrule. But when the sly and greedy Chancellor Cole reveals his plans of reviving the great evil Demon King Malladus, Link, like clockwork, is called upon by his Princess once more.

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Before the two can take Cole down, however, the Tower of Spirits is broken up into giant chunks which float above the tower’s remains. Zelda is captured, and though Link cannot save her body, her spirit is extracted and placed into the armor of a phantom knight. Now a princess in spirit only, the two become entrusted by Anjean, a “Lokomo” or sage of the tower, with the great vehicle that once rode the rails to keep evil at bay: The Spirit Train. To save her kingdom, Link and Zelda embark on a quest to restore the spirit tracks to the land, in hopes of once again binding the Demon King to his eternal prison.

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Rebuilding Zelda One Force Gem at a Time

Rather than stand as another “save the princess” game, Spirit Tracks rebuilds the legend of Zelda herself from scratch by placing her on the battlefield next to the Hero. For the first time, Zelda can not only lead the attack but also be used as a character via the DS’s stylus; just draw her a path and she’ll act accordingly! Like with its predecessor, this cool function can also be a bit of a pain, what with the drawing and timing inaccuracies. But it’s still a great use of the device—I mean, who doesn’t want to control a giant armored phantom Zelda!?

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Exclusively for the DS, Spirit Tracks involves you in a way that no pocket console has before. While it has the same format as Phantom Hourglass (returning to one dungeon—Tower of Spirits—repeatedly throughout the game, though now you don’t have to re-explore floors), it has a couple different gimmicks. One is the Spirit Train itself. Like the ship in PH, you set your course by drawing on the map. What’s new this time is that you can’t trace your trail freely because, well, uh, a train has to sit on tracks. So once again, the titular concept ends up being a huge restriction on the player. At least you get to conduct a train, right?

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The Power of Music

One function that sees increased usage in the game is the microphone, to which we get THE MOST FUN ZELDA INSTRUMENT TO PLAY, PERIOD. Zelda bestows the Spirit Flute (gosh, these names) upon Link, which allows him to channel the power of the Spirits of Good. Like a real flute, you blow into the device’s mic, sliding the stylus to blow into the different pipes. It’s much more entertaining to listen to and play than the Ocarina, though less iconic. (Which is tragic considering how the tunes are so MUCH better.)

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Speaking of, Spirit Tracks holds some of the franchise’s best music to date, including the “Realm Overworld” theme, “Link and Zelda’s Duet,” and many more. Through the Spirt Flute, Spirt Tracks reinstates the power of song and the gift of music, providing some of the most compelling and underrated main themes written for Zelda.

Lastly, the Link x Zelda interactions are much more interesting than in PH or, heck, most of the franchise. This is because, unlike most games where Zelda is more of a “deity” watching over the game, she plays a critical role in all the action, all the time. I think we’re all rather fond of our Princess, and to have her accompany us all the way makes me love her presence more than I ever have before.

A Childishly Charming End to the Trilogy

And that’s about it. Like with Phantom Hourglass, you traverse the world, collect the right gems, forge the game’s titular sword, and slay the force of evil causing everyone a headache. This is the third game in the Toon Link Trilogy, however, and that makes its ending kind of special. Like how Ganondorf was bested in Wind Waker, the legendary Bow of Light is summoned forth in the finale, which, in a sense, feels like it completes the trilogy. No longer are we scavenging pirates at sea: Hyrule is safe, her Princess reigning proudly, and the spirit of the Hero’s courage lives on within us all—the board is reset, if you will, as we’re now back on “track” for future installments. If this isn’t the perfect way to end a trilogy, I’m not sure what is.

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Both The Legend of Zelda: Phantom Hourglass & Spirit Tracks are more childishly charming or casual takes on the franchise, but equally critical in forwarding the legend itself to newcomers of this fantastic universe. Take me for instance—I boarded the S.S. Linebeck in 2006 as a child, and now I’m saving up to dive into the immersive world of 2017’s Breath of the Wild. From then, to now, I’ve been a fan, and it’s all thanks to two of the most underrated games in the franchise.

I played Phantom Hourglass and Spirit Tracks from beginning to end—from the Great Sea to the New World. And you know what? I enjoyed collecting every rupee along the way.

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End of Part 2. Go to Part 1 now if you missed it!

(none of this lovely artwork belongs to me)


Let me know your thoughts, memories, or nostalgia while playing Spirit Tracks! Many thanks again to NekoJonez for his hard work in putting this all together! PLEASE visit our hub article for “The Legend of Zelda: A Blogger’s Journey” HERE and reminisce on all the games that brought us joy, wonder, and excitement! We hope you enjoy it all! If you haven’t already boarded the ship in Part 1, go meet me over there, too! It’s been a lot of fun guys, it really has. Thank you so much for going on this journey with me!

– Takuto, your host

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The Great Sea: Phantom Hourglass | Zelda Project

Welcome! This is just a fraction of the reviews and reminiscent posts covering the expansive “Legend of Zelda” franchise in a project titled “The Legend of Zelda: A Blogger’s Journey,” which covers the many adventures of Link, from its creation in 1986 to its arguable magnum opus in 2017. This massive undertaking was started by fellow blogger NekoJonez (NekoJonez’s Gaming Blog), and though we had some rough-footing (what with aligning individual schedules to a project on this scale), I’m proud to be a part of the brave thirteen bloggers who were captivated by this memorable franchise, and wish to tell their own tales about the games they love. 

Here I have chronicled my experience playing “The Legend of Zelda: Phantom Hourglass” in Part 1 of 2. Part 2 over the game’s sequel, “The Legend of Zelda: Spirit Tracks,” can be found here. 

This is only the third blogger project I’ve ever been part of, so an extended thank you to NekoJonez for recruiting me back in June of 2017—we’ve come such a long way, my friend!

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Awesome logo by zoef


Bridging the Gap

When Nintendo’s Wii stormed onto the scene in late 2006, bringing with it a long-since-promised expansive world in epic HD realism now known as Twilight Princess, fans were not only shocked but a bit confused as to how the games all “linked” together. It had been four years since the Overworld was flooded in Wind Waker, and five years since Zelda was played on the small Game Boy Advanced console (unless you returned to beat Vaati again in 2005’s Minish Cap).

Luckily enough, Nintendo responded to our calls in 2007 by continuing the adventure that had still left enough open waters out there worth exploring. Once again mounting the ship deck, we shove off the shores and set sail for what will be the next “brief 10 minutes” of Phantom Hourglass and glimpse into the future 100 years later in Spirit Tracks. Come 2009, with no other Zelda entries in between, the Toon Link Trilogy (or reign) will finally get its resolution from the day, long ago, when a valiant king sacrificed everything he had—including his own life—wishing for the creation of a new future.

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Back Out at Sea

Phantom Hourglass picks right back up where Wind Waker ended, even giving us a unique recap of the game via pirate Niko’s storyboard slates. Because of this, it marks itself as a clear successor to WW, a treatment that no other game in the franchise has received. Link, Tetra, and the gang are on a voyage to explore the endless oceans, one day hoping to finally settle down on a larger continent.

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But just as they begin their journey, the Ghost Ship, an eerie and haunting vessel whispered to cause other ships to disappear, catches the attention of our heroes. Tetra’s curiosity gets the better of her, and when she attempts to board the ship, the ghostly liner departs, causing Link to chase after her screams and, ultimately, fall into the dark water’s depths.

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He awakens washed up on a shore, and when a mysterious fairy named Celia and a kind old man named Oshus rehabilitate the boy, Link’s journey of once again returning the princess to the land of the living begins. He first visits the cursed Temple of the Ocean King, where destiny bequeaths him with the Phantom Hourglass, an artifact with sand that protects the holder from the temple’s toxicity. In the temple, he encounters the infamous treasure-hunter Captain Linebeck, and while the Capt.’s penchant for riches and fame frequently falls to his arrogant, scaredy-cat nature, he secretly admires Link’s silent charisma, and swears on his treasure-seeking hide to find the treacherous Ghost Ship.

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Introducing the Nintendo DS

Phantom Hourglass pioneered the Zelda franchise onto the Nintendo DS, returning the green-clad Hero to small consoles where he got his roots. As we all know, the DS’s bragging feature was its stylus/touch screen action, to which PH is worthy of the boast. Straying away from the D-pad (which now functions as the options menu), all the mechanisms are completely stylus driven: draw paths for weapons and movement, tap to attack, swipe and squiggle to perform a rolling dodge—you name it!

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While the drawing function for weapons like the iconic boomerang can cause some combat inaccuracies, you’re more likely to be using the DS’s key features for puzzles, riddles, and story events. Zelda was known for problem-solving in elaborate dungeons anyway, so this isn’t too big of a drawback. If anything, the idea of tracing on screen adds a whole new level of fun that just doesn’t exist anywhere else in the franchise.

An example of this would be that, for the first time, you can freely draw on the maps with your stylus, forever leaving behind tips, secrets, and memories for whenever you next visit the Isle of Ember or Mercay Island. Same can be said about sailing—draw a path on the map and the ship will follow. Some of my most fond memories, in fact, were merely cruising on the open waters for days on end, admiring the view of the colorful and creative islands both near and far.

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Another fond memory of my gameplay experience is again attributed to the unique involvement of one’s senses. Save for taste (please do not eat the game cartridges, looking at you BOTW freaks), PH used the DS’s capabilities to its fullest. In one scenario, you are required to “extinguish the flames to open the door.” I recall spending HOURS just trying figure out what the heck that meant. After finally succumbing to a game guide (my first one ever!), I learned that you were supposed to blow on the mic sensor located between the top and bottom screens. How inventive! In another situation, you had to “stamp the Seal of Courage onto the sea map.” That is, you would SLAM the DS lid shut, then gently fold it back open again. Now THAT is not only creative as hell, but very rewarding if you figure it out on your own. (I got that one, yay!)

It’s the Ocean Temple, But Worse

Where Phantom Hourglass is praised for its gameplay ingenuity, gorgeous cell-shaded graphics (which was practically begged for after Wind Waker), and fun, memorable characters, its most unfortunate drawback is the Ocean King’s Temple itself, which especially sucks since the name of the game—“Phantom Hourglass”—revolves around a crappy timed dungeon. That’s right, the main antagonist, a squid-like demon named Bellum, didn’t want just any old explorer making it to the 13th floor.

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Thirteen fricken’ floors, and that’s not even the worst part—when you first visit, only three floors are available. Between visiting each island’s temple, you RETURN to the Temple of the Ocean King—tediously starting at FLOOR ONE, mind you—and unlock the next set of floors. Oh yeah, and a reminder: it’s all timed. Once you run out of time, the temple starts sucking away your health. As an added bonus, phantom knights roam the floors, and unless you’re sitting on a safe zone, they’ll chase you down, slash you, restart you at the BEGINNING of the floor, AND cut time off your hourglass. It’s ridiculous, it’s challenging, and there are very few shortcuts as you go along. It’s even been dubbed “Doing your Ocean King homework before getting to the fun stuff.” I’ve gained so many gray hairs from this temple it’s not even funny.

Message in a Bottle

But as us Zelda fans should know, we shouldn’t let one bad dungeon ruin our experience. Beyond the Ocean King Temple is a simple story of heroism and doing what is right even if that scares you. Although Phantom Hourglass felt like a bottle episode, every bottle has a message in it:

It left us knowing that the goddesses who created the Triforce perhaps watch over many worlds, and that even in those worlds, the Hero can inspire courage in the most unlikely of cowards.

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I can proudly say that Phantom Hourglass was my first Zelda game (shoutout to the OG Gold Triforce DS Lite), and that despite my biases toward it, I’ll still recommend it to all the fans of the franchise, especially Wind Waker, and to those wanting to know if there’s hope in the future of the flooded Overworld.

To put it simply, yes, and it’s a world brimming with childish excitement and everlasting adventures.

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End of Part 1. Go to Part 2 now!

(none of this lovely artwork belongs to me)


Let me know your thoughts, memories, or nostalgia while playing Phantom Hourglass! It’s a game that took me places, and arguably brought me to where I am now. Many thanks again to NekoJonez for his hard work in putting this all together! PLEASE visit our hub article for “The Legend of Zelda: A Blogger’s Journey” HERE and reminisce on all the games that brought us joy, wonder, and excitement! We hope you enjoy it all! Now it’s time to board the train for Spirit Tracks, so go and meet me over there! Thanks for reading!

– Takuto, your host

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