• Aikatsu!

    aikatsu_title

    Ichigo is the daughter of a lunch-shop owner and has no particular interest in idols. One day her friend Aoi, an idol otaku, takes her to a concert held by the current top idol Mizuki. The experience changes her life, and it’s not long before the two girls enter the idol-focused Starlight Academy to become idols themselves. Can Ichigo manage to reach the same heights as Mizuki?

    Aikatsu! is a lengthy series that paints the idol industry in a persistently upbeat light. Win or lose the girls are nearly always cheerful, and there is never any resentment or envy shown toward anyone. Each new season (apart from the last) shakes the cast up; the second season introduces a rival school with its own set of characters and the third replaces the original main cast while almost completely ignoring the other school’s existence. It’s also worth mentioning that the show is designed to promote an arcade game and so will occasionally come across like an advertisement.

    More Information:
    aniDB
    Wikipedia

    Continue reading  Post ID 1855


  • Aikatsu! Music Awards: Minna de Shou o Moraccha Ima Show!

    aikatsu-music-awards-title

    Akari, Sumire, and Hinaki host an awards show for the various Aikatsu performances. Ichigo, Ran, and Aoi eventually join them while Juri runs a marathon of sorts as a background event.

    This movie covers the event that’s mentioned in the parent series‘ 145th episode, and takes place some indeterminable time after the 147th episode. It ends up being exactly what it sounds like; an ‘awards’ show that highlights various performances from the TV show’s second and third seasons by declaring them the winner of made-up awards. Unlike the previous movie you actually can watch this as a stand-alone if you just want to experience some of the series’ musical segments.

    More Information:
    aniDB
    Wikipedia


  • Gekijouban Aikatsu!

    aikatsu-movie-title

    Ichigo finally gets to headline her own concert, in no less a venue than the one where she first saw Mizuki perform. Now she and her friends set out to craft an experience that will inspire the next generation of idols the same way Mizuki first inspired her.

    This movie takes place during and after the main series‘ 112th episode, though you wouldn’t miss much if you skipped that and watched this as the 112th episode instead. I would not suggest watching it as a stand-alone without having at least seen the series’ first two seasons.

    More Information:
    anidb
    Wikipedia

    Continue reading  Post ID 1855


  • Regalia: The Three Sacred Stars

    regalia-title

    Following a mysterious mass disappearance that occurred 12 years prior, Rena just wants to live a quiet everyday life. This is not to be, as the past catches up to fling her and her surrogate family into a conflict over the power of lost gods.

    Primarily consisting of action and drama, the show also periodically dips into daily life territory every few episodes as a sort of reprieve. Don’t go into it expecting lighthearted fluff though, as while it’s not full grimdark it still tries to play things seriously more often than not.

    More Information:
    aniDB
    Daisuki
    Fansub.co
    Funimation
    Wikipedia

    Continue reading  Post ID 1855


  • SM Girls – Saber Marionette R

    On a world with no women, populated by clones, androids called Marionettes have been created to both fill that absence and act as soldiers. One night a masked man launches a military coup in the country of Romana, forcing the ruler’s son to flee the capitol city with the help of his two attendant Marionettes. He’s soon joined by a third, and the new quartet must find a way to return to the city in time to save his father from execution.

    This OVA series is mostly a dark action/drama lightened with occasional splashes of comedy. Aside from the ecchi aspects, what most stands out about it is the character naming style.

    More Information:
    aniDB
    Wikipedia


  • LAND LOCK

    land-lock-title

    Ruda is the son of a Wind Master and lives in a small peaceful village. One night that peace is shattered as mechanized forces raze the town and trigger the awakening of a long-dormant power.

    Set in a fantasy world featuring wind magic, gods, airships, and mechanized infantry, this movie (originally split into a pair of OVAs) goes in a number of different directions. It’s part RPG plotline, part military-themed actionfest, and part mysticism-heavy mystery.

    More Information:
    aniDB

    Continue reading  Post ID 1855


  • Appleseed

    appleseed-ova-title

    The gleaming utopian city of Olympus has been built atop the ruins of a post-apocalyptic wasteland, offering the promise of a peaceful life in a war-torn world. However, one person’s utopia is another’s prison. The city has its fair share of terrorists looking to upset the status quo and, with the help of a disillusioned ESWAT officer, they’ve decided to set their sights on stealing the prototype for a new autonomous weapons platform.

    This movie is the first of several Appleseed adaptations, and it unfolds the most like a police procedural/thriller. Rather than being completely focused on Deunan and Briarios it’s more about the setting as a whole, with Calon (the disillusioned officer) playing a large role.

    More Information:
    aniDB
    Wikipedia


  • Zhen Hun Jie

    Rakshasa Street Title Screen

    Ling Xia has just graduated and is having trouble finding a job. After a run-in with a suspicious ‘fortune teller’ she finds herself embroiled in the spirit world, her fate entwined with that of a young general who oversees one of the limbo areas for the dead known as requiem streets.

    The episodes alternate between a present-day time period focused on Ling’s tribulations (action/drama with a few bits of comedy) and flashing back to Yanbing’s past (mainly drama), showing how he became the area’s guardian. It’s essentially two separate battle shounens packaged as one and ends just as the real journey begins.

    More Information:
    aniDB
    Wikipedia

    Continue reading  Post ID 1855


  • Tyranny – Conclusion

    Played through it three more times; once siding with the Disfavored, once siding with the Rebels, and once Independent (betraying the Disfavored at the start of Act 2).

    Your choices matter to an extent, but that extent is largely what areas/sidequests you gain access to and how many enemies you have to kill. Maps and main quests generally stay the same regardless of what path you take, with mainly just what opponents you may face changing or whether there’s a possibility of a peaceful solution. Sometimes you get to see a particular quest from different angles though, with the Act 1 assault on the Citadel and the Act 2 Brotherhood assault on Lethian’s Crossing having the most variety.

    Out of the four the Disfavored path seems the most natural. The Chorus side has a lot of railroading, and both the Rebel and Independent options have a lot of contrivance (with the Rebels having their fair share of railroading as well). That said, the Rebels have the most fleshed-out third Act and the Independents are the only ones that get to visit all four of the main areas. So, ultimately, I end up having to endorse betraying the Disfavored/Chorus alliance the first chance you get in Act 2. Why Act 2? So you can grab the quests and items from their base locations which would otherwise be inaccessible.

    For difficulty I would suggest playing on Normal. Story mode is so easy it makes leveling and finding loot practically worthless, and Hard just makes the enemy do annoying things like deliberately break engagement to chase after your ranged attackers.

    As far as bugs go I didn’t run into anything particularly game-breaking, the biggest one being that the court summons you get about halfway through Act 2 to update Tunon on your progress regarding the Chorus/Disfavored paths does not trigger on the Rebel/Independent paths (when you show up in Act 3 he gains Wrath and berates you for not showing up to the summons that never triggered). More minor ones would be Spire Library/Forge progress not progressing until you’ve visited Lethian’s Crossing, and abilities getting stuck in the ‘on’ position if an enemy dies at the wrong time (this only rarely happened when Story difficulty and Fast Mode were activated at the same time; switching to a weapon set that wouldn’t work with the ability fixed it).

    Combat-wise Lore is the name of the game. Magic is so good here that I ended up having flashbacks to Dragon Age: Origins. So you’ll want to build the Infirmary as soon as possible to get access to the master Lore trainer and pick up the Selfless Magic Sigil. You’ll then likely want both Lantry and Eb, with their Lore-teaching skills learned, in your party at all times. At that point just fill up your slots with disabling spells and cast them as much as possible to watch the experience counter surge (I made it halfway to level 22 on the Independent run).

    As far as equipment goes there’s not really any reason whatsoever to wear heavy armor in your non-chest slots. The armor boost from those slots is so small that it’s easily outweighed by the accuracy/precision/deflection/recovery boost light armor gives. Concerning weapons, either 2-handed or unarmed is the way to go for melee thanks to the Material Force class of spells. The higher your base damage the more bonus damage they’ll give you, and with 2-handers you may eventually find yourself doing 300-400 damage on a critical hit and one-shotting Disfavored guards.

    Lastly, I’ll close this with some area accessibility and spell information. Note that I only started recording Sigil locations on the last playthrough, so you may find some in easier to reach places depending on your alliance situation.

    ——————————————————————
    Area Accessibility
    ——————————————————————

    Chorus
    – Lethian’s Crossing or Burning Library
    – Library/Crossing or Blade Grave
    – Stone Sea

    Disfavored
    – Blade Grave
    – Crossing or Library
    – Stone Sea

    Rebel
    – Crossing
    – Blade Grave or Stone Sea
    – Blade Grave or Stone Sea/Library

    Independent (Betray Disfavored)
    – Blade Grave
    – Burning Library
    – Crossing or Stone Sea
    – Stone Sea or Crossing

    Independent (Betray Chorus)
    – Same as above?

    ——————————————————————
    Notable Sigils
    ——————————————————————

    ——————————————–
    Expressions
    ——————————————–

    Guarded Form (Disfavored Camp, Merchant Sterling Hagnon)
    The Illusion and Force versions are powerful support spells.

    Chaotic Decent (Twin Rivers Oldwalls Depths, Lantry Lore Spot)
    When combined with Focused Rain you get a brutal multi-hit spell.

    Material Force (Mountain Spire, Merchant Revos)
    Great for 2-handers or, with the Lightning version, characters with high critical hit rates.

    Influential Domain (Burning Library Lower Ruins, 65 Lore Spot)
    The Fire and Frost versions cause some pretty great debuffs, and the Life version is a solid support spell.

    Proximate Action (Edgering Ruins, 39 Subterfuge Locked Chest)
    Has a couple niche uses.

    ——————————————–
    Basic Accents
    ——————————————–

    Bounding Bolts II (Howling Rock, Upper-Right Hidden Cache)
    Strength IV (Twin Rivers Oldwalls Brotherhood Camp, Lantry Lore Spot)
    Timeless Form III (West Blade Grave Oldwalls, Lantry Lore Spot)
    Cyclical Energies III (Twin Rivers Oldwalls Depths, Lantry Lore Spot)
    Precise Action IV (Spire Library, Merchant)
    Limitless Boundaries III (Spire Library, Merchant)

    ——————————————–
    Special Accents
    ——————————————–

    Selfless Magic (Spire Infirmary, Loot)
    Drastically increases the power and duration of a spell in exchange for not being able to cast it on yourself.

    Pride Magic (Gulfglow Runic Hall, Hidden Cache)
    Drastically increases the power and duration of a spell in exchange for only being able to cast it on yourself.

    Focused Rain (Spire Library, Merchant)
    Massively increases the power of Chaotic Decent spells.

    Stunning (Central Blade Grave Oldwalls, Lantry Lore Spot Beyond Lethian’s Crossing Torchlock)
    Adds the Stun affliction to Lightning spells.

    Volcanic Weapon (Lethian’s Crossing, Merchant Biotus)
    Causes Material Force enhanced attacks to launch huge lines of flame every hit.

    Killing Blows (Spire Library Research Scroll, Twin Rivers Oldwalls Depths)
    Modifies Lightning and Terratus spells to do large amounts of damage to near-death enemies.

    Frostfire (Tripnettle Wilderness, Center Hidden Cache)
    Can be attached to a Fire or Frost spell to combine their damage types and afflictions.

    Volleys (Sentinel Stand Hall of Regents, Hidden Cache)
    Two Distant Impact castings for the price of slightly more than one.

    Spell Surge (East Blade Grave Oldwalls, Lantry Lore Spot)
    Reduces Recovery time. Best used on a Focused Intent spell combined with Strength IV.

    ——————————————–
    Notable Spells
    ——————————————–

    ___________
    Lightning
    – Character Creation; Edgering Ruins (Merchant)

    Distant Impact: Inflicts Stun.
    Channeled Strength: Increases Shock damage by a base of 50%. With Strength IV it’s 85%.
    Material Force: Deals additional damage on a critical hit.

    ___________
    Frost
    – Character Creation; Disfavored Camp (Camp Merchant)

    Distant Impact: Does a ton of base damage (21-32).
    Channeled Strength: Has armor-piercing and multiple projectiles.
    Influential Domain: Penalizes recovery rate and inflicts Prone.

    ___________
    Vigor
    – Character Creation; Scarlet Chorus Camp (Camp Merchant)

    Channeled Strength: Base +30% damage. Strength IV bumps it up to a 51% increase.
    Proximate Action: Adds Hit and Graze Precision.

    ___________
    Atrophy
    – Character Creation; Echocall Crossing (Lower-Left Hidden Cache)

    Chaotic Decent: Inflicts Poison.
    Directed Force: Inflicts Weaken and Silence.

    ___________
    Fire
    – Conquest Choice; Lethian’s Crossing (Merchants Harchiand Bronze & Biotus)

    Chaotic Decent: Deals fire or crush damage.
    Influential Domain: Inflicts Fatigue.

    ___________
    Illusion
    – Scarlet Chorus Camp (32 Lore Spot)

    Channeled Strength: Base +30% Graze/Hit Deflection. Strength IV bumps it up to a 51% increase.
    Distant Impact: Inflicts Prone.
    Channeled Strength: Inflicts Stun.
    Guarded Form: A base of +100 Dodge/Parry for 45 seconds. With Strength IV, Duration III, and Pride/Selfless it comes to +255 for nearly 2 minutes for the cost of 180 Lore.
    Directed Force: Inflicts Blind and Confusion.

    ___________
    Force
    – Vendrien’s Well Citadel Interior (30 Lore Spot)

    Guarded Form: A base 25% reduction to Recovery Speed for 45 seconds. With Duration III and Pride/Selfless it ends up a 63% reduction for nearly 2 minutes for the cost of 130 Lore.
    Proximate Action: Immunity to Prone.

    ___________
    Stone
    – Iron Hearth (Merchant)
    – Stone Sea Halfgate Settler’s House (Dialog Reward)
    – Stone Sea Jagged Maw Shrine

    Focused Intent: Inflicts Petrify.
    Distant Impact: Interrupts.
    Directed Force: Inflicts Prone.
    Chaotic Decent: Does pierce damage and inflicts Bleeding.
    Material Force: Inflicts Prone on a critical hit.

    ___________
    Emotions
    – Cacophony (Merchant)
    – Central Blade Grave Oldwalls (Loot Spot, Need Lethian’s Crossing Torchkeys)

    Distant Impact: Taunts.
    Channeled Strength: Inflicts Fatigue.
    Influential Domain: Inflicts Sleep.

    ___________
    Life
    – Lantry Dialog

    Guarded Form: Regeneration.
    Proximate Action: AOE regeneration.
    Influential Domain: Removes hostile effects.

    ___________
    Terratus
    – Eb Dialog

    Focused Intent: Inflicts Paralyze.
    Proximate Action: Useful against Bane.


  • Tyranny – Endgame

    Having just now finished my first playthrough of the game, I’m left conflicted. While the last Act is incredibly abrupt I get the distinct feeling I’ve missed a large chunk of content, which is supported by some comments I’ve seen elsewhere regarding getting artifact-hunting quests from the Assassin archon (which I couldn’t get because he refused to support me). I definitely missed some stuff in the second Act, as I was never able to do the Lethian’s Crossing quests.

    After siding with the Chorus in the first Act, the Voices mentioned there being problems at the Crossing and the Library. But you’re only allowed to accept one location; either go to the Crossing or go to the Library. I chose the latter and then after returning was given another choice, this time the Crossing or the Blade Grave. This is the point I may have messed up, as after choosing the Blade Grave there was never an option to handle the Crossing situation (permanently locking the Oldwalls area there, meaning I was also prevented from fully exploring the Blade Grave Oldwalls since those have areas that require torchkeys presumably found in the Crossing). I hope it’s not the case that you’re actively prevented from going to all 3 locations in one playthrough, as that would would be a pretty dick move.

    Speaking of, I plan to play this at least once more, siding with the Disfavored in Act 1 this time, to see just how much the choices you’re given actually do matter. The results of this playthrough seemed pretty haphazard and chaotic despite consistently siding with one side and even winning Tunon over. I’ll probably put the difficulty on ‘Story’ though, as when playing through on ‘Hard’ the battles weren’t so much hard as just tedious. At least until I hit 13th/14th level and everything just melted; Lantry casting lightning spells and enchanting weapons to launch huge pillars of flame, Sirin doing constant arcane damage and causing fear with her songs, Shadows ripping things up with a greataxe, and then my PC casting disabling Illusion spells and multi-striking with dual-wielded artifacts.

    Some things to take note of for the early game:

    • Avoid picking any starting magic skill, as the Core Sigils they grant are all found early (Atrophy is just to the left of the entrance of Echocall Crossing, in a hidden cache).
    • Choose either Parry or Dodge to focus on, as there are Talents available that let you use one skill (Parry for the Agility tree and Dodge for the Ranged tree) to defend against all attack types.
    • The maximum value you can raise an attribute to at level-up is 19.
    • Expect to hit at least 13th level.
    • The Forge and Library are the two most important upgrades, Forge trumping Library, with the Training Ground coming in third since it produces Hides for the Forge. The Infirmary just lets you make consumables.
    • Different trainers can train you to different ranks, the Training Grounds ones being the best at training everything (up to 150) except magic skills. The Infirmary has the best Lore trainer.
    • Due to the above, if you want the highest possible Lore rating the Infirmary ends up being the most important Spire upgrade.
    • For the best returns, wait to train a skill until just after it’s leveled up (training resets its experience progression).
    • You won’t be able to re-visit the Act 1 areas after the Edict is resolved, so make sure to have thoroughly explored them before attacking Ascension Hall.
    • The Lethian’s Crossing and Blade Grave Oldwall areas contain some of the most powerful spell accent Sigils.
    • You can only betray your chosen alliance at certain key points at the start of quest branches, if you don’t at that time you’re locked into supporting it fully until the end of the branch.
    • On the Chorus side for instance, if you don’t attack Jagged Remedy the moment you first meet him you apparently won’t be able to do anything with Ashe’s daughter except kill her or give her to the Voices.
    • Extra weapon sets are incredibly useful, as you can use the abilities of any artifacts placed in them without having to actually wield them (and those artifacts also gain renown).
    • As long as the character has a valid weapon set in their secondary slots, using a skill that doesn’t match their active set will automatically equip the valid weapons and then switch back to your default set immediately after.