The Infinite Zenith

Where insights on anime, games, academia and life dare to converge

A Milestone at the Five Year Anniversary

“Patience and perseverance have a magical effect before which difficulties disappear and obstacles vanish.” —John Quincy Adams

I’ve been sitting here, staring at WordPress’ “edit post” screen for the past thirty minutes, trying to think of something to say for this blog’s five year anniversary. It makes sense to begin by thanking all of my readers; without your support and feedback, it is unlikely that I would have continued to find the motivation to continue writing for this period: five years is quite a bit of time, and looking through some of the older posts in this blog, it’s quite astonishing as to how much has happened in the past five years: I’ve finished two degrees, flown around the world to present my research and have begun working now as a member of society. I’ve stared down and defeated the MCAT, had my heart broken twice, went from a probationary to fully qualified driver, and wrote more journal and conference papers than I’ve cared to count. I’ve also become bit of a poutine connoisseur and have driven out to the towns over just to try a small restaurant’s poutine. Concurrently, this blog has grown from its humble origin as a backup website for me to write short articles: I’ve now retired my old website (itself approaching its ninth birthday) in favour of the infrastructure that WordPress provides. In reading some of my previous articles, I wondered whether or not I would be able to continue blogging, and it seems that, for better or worse, I’m sticking around in the foreseeable future — even the increased workload of being a graduate student (and time spent in pubs) appears to have done little to alter this blog’s pacing. With this in mind, if I do decide to lower posting frequency, I’ll simply let the readers know.

  • Five years is a lot of time, although it’s also blazed by in the blink of an eye. While I sometimes do find myself wondering what things will be like five, or even ten years down the line, one of the bigger things I’ve learned is to enjoy the present, as well. This lesson is something that I’m ever-mindful of, and it is in part a consequence of watching so many Iyashikei that I’ve begun slowing myself down to take in a moment more completely.

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  • If and when I’m asked, as to how I manage to find time to blog in conjunction with everything else I do (work, cook, clean, lift, read and game), I do not think I can offer a concrete answer in that I’m not too sure, myself. However, I imagine that good time management comes from having a seemingly contradictory combination of both being able to plan well in advance for something and adapt to roll with a moment whenever things change. In this manner, one can make the most of every moment, whether it’s writing code, doing a kata or kicking back and breathing in the autumn air at the top of a hill, without overwhelming themselves.

So, five years after I kicked off the Infinite Mirai with the obligatory Hello World! post and followed up with my first post (a five-minute discussion of the K-On! Movie trailer), this blog now rocks some seven hundred and thirty posts. There’s more than a thousand comments (something I never thought would happen), and the built-in anti-spam system has defeated over 33000 spam comments. The average post takes around two hours to write from start to finish, and the largest post to date is my Girls und Panzer: Der Film discussion, with ninety-five images and some eleven thousand words. The most popular post, based on view count, is a location hunt talk on The Melancholy of Suzumiya Haruhi. Said post was made after a request from a reader who wanted a comparison of real-world locations against those seen in The Melancholy of Suzumiya Haruhi and but lacked the means to view sites in the Shift JIS format, so I rebuilt the page in a more user-friendly manner and soon, got more requests to do location posts. These are just some of the numbers surrounding this blog, and moving forwards, this time, I’m not too sure what the future’s going to look like. I am certain that I will continue writing for the near future: I’ve to finish Brave Witches and Kimi no Na Wa, as well as Gundam Origin‘s finale episode. Again, I’d like to thank everyone for their support and feedback — you readers and fellow bloggers mean the world to me, and with that being said, let’s get it!

Shuumatsu no Izetta: Review and Reflections After Three

“We must be the great arsenal of democracy…I believe that the Axis powers are not going to win this war. I base that belief on the latest and best of information.” —Franklin D. Roosevelt

In an alternate history where the Empire of Germania begins a war of conquest for the European continent. Seeking to capture the small country of Eylstadt, Germanian forces capture princess Ortfiné “Finé” Fredericka von Eylstadt with the aim of using her as a bargaining chip, but inadvertently awaken a Witch, Izetta. Her promise and friendship to Finé unforgotten, she promises to help protect Princess Finé and defend Eylstadt, demonstrating the nature of her powers against advancing Germanian forces at Coenenberg and Single-handedly turning the tide of battle. This is a reasonable and succinct account for what’s occurred in Shuumatsu no Izetta (English, Izetta: The Last Witch) thus far, another one of this season’s historical-fantasy anime. Three episodes in, Shuumatsu no Izetta has proven to be quite entertaining, but is also strikingly familiar: the previous historical-fantasy I beheld was Valkyria Chronicles, which similarly involved a large empire invading a small nation amidst a continent-wide war, as well as supernatural beings with the ability to influence the outcome of a battle on their own. However, Shuumatsu no Izetta‘s world is more similar to our own, as opposed to the greater number of fictional elements seen in Valkyria Chronicles — Junkers dive bombers and Panzer IIIs can be seen, along with real-world anti-tank rifles. The question then becomes: how does the quasi-realistic setting contribute to Shuumatsu no Izetta‘s enjoyment factor?

The answer is a simple one: so far, the opening shots of a war and the inclusion of a magical girl equivalent of John-117 or the Doom Slayer have come together to create an intriguing universe. Finé herself strives to play a greater role in maintaining her country’s security as it becomes entangled in conflict, hesitating to ask her friend to fight on her behalf, while Izetta, longing to aid Finé as gratitude for accepting her when no one else would, wishes to play a greater role in defending Eylstadt even if it means using her magic with lethal consequences. Three episodes in, the main theme in Shuumatsu no Izetta has yet to be presented, but all of the aspects shown thus far together suggest that audiences are likely to be in for an interesting showing this season as all of the different aspects in both Finé and Izetta’s character come into play, in conjunction with the larger war at hand. Without the might of Roosevelt’s Arsenal of Democracy and a Witch in its place, the journey to see Elystadt liberated will definitely be one I follow keenly for this season.

Screenshots and Commentary

  • I never thought I’d be watching, much less writing about Shuumatsu no Izetta. This additional series comes courtesy of Jusuchin of Right Wing Otaku, who’s concurrently writing about Shuumatsu no Izetta with Brave Witches. Curiosity soon took hold, and I decided to check out the first episode. What I saw was something that impressed me sufficiently for me to pick it up, so I’ll now be watching this one alongside Brave Witches and Hibike! Euphonium.

  • Ortfiné “Finé” Fredericka von Eylstadt (center) is the princess and last heir to the throne in the nation of Eylstadt. Honourable and determined are two adjectives that capture her spirit: despite being of nobility, Finé is not hesitant to risk death for her country’s sake, standing in contrast with the sort of courage deficiency seen in other cases. At the start of Shuumatsu no Izetta, she and her guards are on a train trying to evade Germanian forces.

  • There’s actually no point in me having this screenshot here beyond the purposes perhaps amusing those who read this post, and in fact, I probably could have included another screenshot with military hardware such that it could be discussed in greater detail. With respect to military hardware, Battlefield 1‘s launch is this Friday, and having seen the footage for the campaign, as well as the multiplayer maps, I’m rather excited to see where the game goes.

  • While I’m very curious to try out Battlefield 1, I’m not sure if it’ll be in my pocketbook’s best interest to purchase the game; poor exchange ranges mean that I’ll need to shell out eighty dollars for a standard edition, rather than sixty. Of course, if an opportune sale occurs, I’m almost certain to buy Battlefield 1, and in the meantime, may purchase one month of EA Access to play the trial. Returning to Shuumatsu no Izetta, I introduce the antagonists. Belkman (left) and Rickert (right) are two Germanian characters, who are, according to documentation, cites the former as the primary antagonist holding the rank of major, and Rickert is is assistant.

  • Blitzkrieg is utilised by Germanian forces to great effect in Shuumatsu no Izetta: Junkers Ju 87 (Stuka) dive bombers are used here to soften targets before ground forces arrive. The German techniques in blitzkrieg made use of a combination of close air support in conjunction with armour and infantry. These high-speed tactics allowed German forces to avoid stalemate and overwhelm an enemy prepared to fight static warfare as seen in World War I, and while effective, historians debate whether or not blitzkrieg can formally be considered a tactic.

  • Against the Eylstadt ground forces, the Germanian forces roll through the countryside unopposed and regard the resistance as a mere nuisance. The start of their campaign is quite similar to Russia’s ground invasion of Estonia in Tom Clancy’s Command Authority, where T90s begin a campaign to smash alleged terrorist positions. After American Apaches and their Hellfire missiles intervene, the Russians withdraw their forces on short order. No such support exists for Eylstadt at this point, and as such, they rapidly begin losing ground.

  • After her capture at an opera while discussing with Britannian Lord Redford to gain their support in the war to repel the Germanian forces, Finé is captured. She had considered marriage with Prince Henry  to consolidate her position, illustrating her commitment to Eylstadt. Here, she clashes with her Germanian captors in an aircraft noted to be carrying materials of great importance, along with a capsule with a certain individual inside.

  • After awakening, the Witch Izetta commanders one of the anti-tank rifles (identified to be a PTRS-41, a Russian model firing an 14.5 x 114mm AP round with a five-round magazine), bewitches it to fly and realises that Finé has fallen. Making haste to save Finé, she is overjoyed to be reunited once more with her. Although anti-tank rifles were widely used following the introduction of the first tanks in World War One, improving armour meant these weapons became obsolete by the Korean War.

  • The function of anti-tank rifles have diverged into two families of weapons, anti-materiel rifles, and man-portable anti-armour weapons. Although incapable of outright destroying a tank, they can be used to immobilise or damage tank components sufficiently to render them mission-incapable. After she’s saved Finé from falling to her death, a squadron of Germanian aircraft soon arrive, forcing Izetta to engage them. She utilises this boomstick as a broomstick, and the story behind why witches are commonly associated with brooms are discussed in an earlier post about Flying Witch.

  • Izetta’s magic is decidedly more visceral than those of Makoto’s, matching the spells of Harry Potter in terms of effectiveness. It appears that she can transmute blood into different elemental effects and here, uses it to drive ice shards through one of the pursuing aircraft. In games, such as Ragnarok OnlineWorld of Warcraft and even Elder Scrolls: Skyrim, I’ve never been too fond of ice elemental attacks, preferring fire and lightning builds for my mages.

  • After returning to the ground, Izetta discards the anti-tank rifle and resolves to save Finé. They soon run into a battalion of dejected Eylstadt soldiers, and Finé is taken in to recover. I remark that, although this post may have its usual twenty images, it was a considerable challenge to pick and choose. Ultimately, I went with a combination of combat and character moments: this is an anime where the fight sequences are worthy of mention, so the combat is better watched than read about on a blog such as this.

  • Another element I’ve come to enjoy deeply in Shuumatsu no Izetta is the depiction of landscapes and cityscapes in Eylstadt. These stills brilliantly capture the colours and atmospherics of a mountainous nation, and similarly, the fortress that Eylstadt forces defend in the third episode is set on a cliffside reminiscent of Sora no Woto‘s Clocktower Fortress. The artwork in Shuumatsu no Izetta is amazing, even if there are other scenes where lower level of detail can be plainly seen (such as faceless characters).

  • The French FT-17 light tank was a beast of a weapon that will be balanced for Battlefield 1‘s release (I believe the changes are that it will have weaker armour and a longer self-repair time, which should give infantry a chance to set up their AT rocket guns and other anti-armour weapons to defeat them), and historically, could deal some damage to early German Panzer models, being used right up until the end of World War II. However, in Shuumatsu no Izetta, the FT-17 is shown to be outclassed by the Germanian Panzer IIIs that constitute their ground forces — the Eylstadt forces completely lose their armour on short order on the ground.

  • Izetta and Finé’s friendship is a particularly strong one because during their childhood, Finé immediately accepted and found astounding Izetta’s Witch powers, whereas Izetta had grown accustomed to being ostrisised for possessing them. Her grandmother asks that Izetta avoid using her powers in front of others, but Izetta decides that their use is necessary for Finé’s sake.

  • Finé’s wounds are tended to as Izetta looks on with concern. Realising that Finé’s kindness is exceptional, she later negotiates with Finé to help her defend Eylstadt, although Finé initially declines, stating that Izetta’s safety is of a greater priority. One wonders whether or not Izetta’s devotion to Finé might resemble a Wookie’s Life Debt: in Star Wars, Chewbacca pledges his life to Han Solo after Solo saved him from slavery and accompanies him on his adventures.

  • The Germanians are presented as being quite confident, almost to the point of arrogance, in their own military might, although they mention as answering to an emperor rather than a Führer. Save for a short moment in Children Who Chase Lost Voices From Deep Below, I do not think I’ve ever seen Hitler in an anime before. In Germany, law strictly prohibits the use of any Nazi symbolism except for historical purposes, although in the United States and Canada, these symbols are allowed under free speech (although in Canada, such symbols are not permitted to convey messages of hate).

  • The battle at Coenenberg is a rather thrilling one to watch after Izetta joins the fray: earlier, it is particularly one-sided, with the Eylstadt forces sustaining heavy casualties. She makes use of medieval lances as makeshift funnels and quickly shoots down most of the aircraft, stops to borrow an LMG and returns to the fortress to obtain some swords. It took considerable effort to ensure that for this talk, I spelt the location as “Coenenberg” rather than “Cronenberg”: the latter refers to David Cronenberg’s signature style of body horror, adopted for use in Rick and Morty.

  • In many forms of media, armour is shown to be decimated to emphasise how powerful a character is. Tanks, powerful vehicles in the real world with exceptional durability, are usually destroyed with ease  to make clear this point: Izetta flips several tanks with her magic and even stops a Panzer III’s main cannon with a magical shield, as Selvaria had done in Valkyria Chronicles. However, these feats are assisted by magic, and I note that in Halo, the Spartans could right flipped Scorpion tanks, which weight three times as much as Panzer IIIs. Originally implemented as a gameplay mechanic, since vehicles in Halo have an unfortunate propensity to flip on uneven surfaces, Frank O’Connor (development director at 343 Industries) has stated that Spartans can indeed do so.

  • Realising that Izetta is single-handedly changing the course of the battle as the Master Chief and Doom Slayer are wont to doing in their respective universes, Finé asks the soldiers around her to provide support. Earlier, she directly orders her soldiers to stand down, asking them whether or not it would be worthwhile to meaninglessly sacrifice their lives now for a fight whose course has already been decided.

  • With the battle concluded, and the passing of the Eylstadt Emperor, the third episode draws to a close, as does the weekend. This weekend’s been unremarkable but relaxing: I’ve begun playing Deus Ex: Mankind Divided, and it’s been a smooth experience so far, save the minor drops in frame rates in some areas of the game. I’m still playing through the Prague missions right now, and will probably do a talk on my experiences after I take off for the Golem district. With respect to upcoming posts, I’ll be targeting Hibike! Euphonium‘s second season: owing to the special setup of the opening episode, that post will be a bit longer than usual.

In fact, owing to the multi-faceted features in Shuumatsu no Izetta, I cannot help but wonder whether or not this anime will span two cours rather than one. Given how the narrative has opened up, Shuumatsu no Izetta appears to be utilising its earlier episodes to showcase combat sequences and slowly flesh out Izetta and Finé’s characters, while leaving the Germanian forces as a hirtherto unexplored antagonist. This approach is less appropriate for the time constraints in a one-cour anime, and given that Shuumatsu no Izetta‘s world seems to be a reasonably complex one, having double the runtime would easily allow for a fully fleshed-out story to be adequately explored. With this in consideration, I’ve got no plans to do episodic reviews for Shuumatsu no Izetta at present, but I do look forwards to watching the events of Shuumatsu no Izetta unfold, as well as seeing what writer Hiroyuki Yoshino (who’d previously done the composition and screenplay for Sora no Woto) has in mind for this anime. If this ends up being a two-cour anime, I’ll return at the halfway point to provide remarks on how Shuumatsu no Izetta is faring, as well as a talk on the entire series, otherwise, there will be a single post on whether or not one cour was satisfactory for providing a solid narrative for what is looking to be an intriguing show for this season.

Take Flight, Chidori: Brave Witches Second Episode Impressions and Review

“It was in this moment, when all hope had faded that Hikari, sister of the Flight Lieutenant, took up her sibling’s Striker.” —Voice of Galadriel, The Fellowship of the Ring

En route to Petersburg, Orussia, the carrier battle group that Takami and Hikari are on is assaulted by a Neuroi force. Takami sustains injuries over the course of the engagement and lapses into a coma after utilising her Absolute Eye — although this enables her to defeat the Neuroi, she drains a large amount of her magic in doing so. With Takami down, and the CVBG sustaining heavy losses, Hikari decides to buy the fleet enough time for the 502nd to arrive. She later requests to fight alongside the 502nd in Takami’s place, and despite Pilot Officer Kanno Naoe’s protests, Hikari is allowed to join by Squadron Leader Gundula Rall, on the condition that she improves her combat performance. With the 502nd making a formal appearance in the second episode of Brave Witches, Hikari will be set to learn her place among the 502nd, where her reception appears to be less than warm.

The events of the second episode will not likely come as a surprise to viewers familiar with Strike Witches: as Strike Witches had done, the Brave Witches‘ second episode follows an unexpected encounter with the Neuroi at sea, where circumstances lead the protagonist to enter combat for the first time. Despite the protagonist’s lack of experience, they are able to buy allied forces enough time until the main forces arrive to destroy the Neuroi. While it may prima facie appear that Brave Witches is following a derivative plot progression, Brave Witches seems to be deliberately introducing new elements that suggest more focus on the Human-Neuroi war: that Takami becomes injured in battle and falls into a coma from expending her energy to defend her allies, and Hikari’s inexperience resulting in her immediately being viewed as a liability by the 502nd both illustrate that warfare is not glamourous. These differences are subtle but noticeable, implying that Brave Witches intends to be a more narrative-intensive presentation compared to its predecessor. Thus, it’s possible that, while the overall episodic structures draw numerous parallels with Strike Witches, each episode will present its story in a slightly more serious manner.

Screenshots and Commentary

  • Continuing on from where the first episode left off, Brave Witches‘ second episode opens with Hikari managing to use her shields to clear a small estuary en route to her home, showing that her character is one who is able to achieve feats from a willingness to learn and a ceaseless determination.

  • An element I particularly enjoyed was watching Mia wave goodbye to Hikari as the aircraft carrier leaves port; in spite of her previous outlooks about Hikari, she is genuinely moved that Hikari saved her in the previous episode. This suggests that Hikari could have a similar impact on the 502nd. Yoshika definitely had a profound impact on the 501st for better or worse, and by the events of Strike Witches: The Movie, the characters find themselves thinking about how she’s doing.

  • Hailing from Karlsland, Gundula Rall fulfills the role of Squadron Leader, similar to the 501st’s Mio Sakamoto. The third great ace of Karlsland, Gundula is headstrong and confident. Injured during a sortie, she is nonetheless a capable Witch who enjoys flying alongside her subordinates and was inspired by Germany’s Günther Rall.

  • In Elder Scrolls: Skyrim, I spent none of my skill points in stamina, instead, investing heavily in magicka and health owing to my preference for magical combat. Here, Hikari demonstrates the results of her tireless training and easily completes laps on the deck of the carrier, leaving the male sailors in the dust.

  • After watching Takami test a Shinden Model 11, Hikari tries her hand at flying it and is unable to control her movements, falling back into the flight deck and remarking that the handling is completely unlike that of the training Striker units she’s accustomed with. I imagine that this difference is similar to enabling auto-aim in a shooter for training, and then suddenly trying out a control schema with no auto-aim. I prefer manual aim on any platform because it gives finer-grain control over shot placement; auto-aim typically locks onto an opponent’s torso.

  • “Chidori” (千鳥) literally translates to “a thousand birds” but can be used to refer to the subfamily of birds, Charadriinae. The writers have done their literature search: these birds are indeed distributed around the world as Takami mentions, and her motivation for joining the human campaign against the Neuroi is to contribute to a lasting peace such that everyone may someday fly in the free skies without fear.

  • Takami sorties with the Solothrun S-18/100 20mm anti-tank rifle, whose real-world counterpart had low portability and high recoil. With a ten-round magazine, the weapon is cited as being able to punch through 20 mm of armour at 100 meters, but the weapon was obsolete by 1941. Its semi-automatic firing suggests that Takami engages her targets at medium range and so, uses her weapon as a scaled-up designated marksman rifle of sorts, preferring to fire fewer, higher-powered rounds to take out the Neuroi.

  • Unlike Lynette, whose magic is used to guide her rounds for extreme long-range precision, Takami’s innate magical ability to locate the core in a Neuroi. In conjunction with her choice of weapon, she’s thus able to down Neuroi in a single shot. While her abilities have largely been remarked upon on-screen, the episode demonstrates that she’s highly competent as a Witch. The bright pink beams seen here differ from the red accents seen in earlier Strike Witches, and in fact, are reminiscent of the GN particle beams from Gundam 00, leading to the question of how well the Neuroi might fare against something like the Exia.

  • It wouldn’t be a Brave Witches post without at least one pantsu shot, so for this post, I will include one of Takami. Continuing on with the trends from Operation Victory Arrow, the amount of crotch-shots in Brave Witches is lessened. When her magic is activated, she takes on the features of a Grus japonensis (red-crowed crane). The Chinese and Japanese regard this crane a symbol of nobility and immortality, a suitable choice for Takami considering her gentle yet determined personality.

  • Leaving her wingmen to take on the smaller, core-less Neuroi, Takami succeeds in engaging and destroying multiple Neuroi. One of the challenges that I will continue to face throughout Brave Witches will be the acquisition of screenshots during the higher-speed sequences, where motion blur is rendered to emphasise notions of speed. This typically is less of an issue in anime relative to live-action, but with episode two, I’ve noticed that it was trickier to get reasonably sharp images on account of this motion blur.

  • Back on the ground, Hikari and the others watch as Takami single-handedly destroys the Neuroi carrying cores. The first season of Strike Witches depicted conventional Neuroi as a moderate threat that could be overcome with the efforts of the 501st, but as the franchise matured, even individual Neuroi became a more serious challenge; on top of tougher armour, they gain the ability to regenerate their surfaces and move their cores at will, making them much more difficult to destroy.

  • As the battle progresses, some of the aircraft accompanying Takami are shot down. The large number of Neuroi begin presenting a challenge to Takami: she’s unable to prevent several surface vessels from sustaining damage. In a bid to help her sister, Hikari attempts to take to the skies in a training Striker, but the hanger is hit, shredding her unit.

  • Despite her best efforts, Takami finds herself outnumbered and out-gunned by the remaining Neuroi,  forcing her to utilise a powerful ability known as “Absolute Eye”. So far, I’ve not seen any documentation explaining how it precisely functions, but going from what is seen in Brave Witches, it elevates her reflexes and appears functionally similar to Adam Jensen’s “Focus Enhancement” from Deus Ex: Mankind Divided (boosts reaction rates, giving the impression that time is slowed down) or focus from Enter The Matrix. She uses it to target and take out five Neuroi simultaneously but utterly depletes her magical reserves in the process.

  • It appears that the “Absolute Eye” is such a power-consuming move that Takami must divert all of her available magic into executing it, leaving none for bringing up a shield. Thus, she takes a hit from one of the Neuroi’s beams in the process and becomes wounded. Despite trying to reassure Hikari that things will be alright, her would appears quite serious.

  • The post for the second episode comes out ahead of time because of unusual scheduling arrangements this week: I had enough time yesterday and today to complete this post, and because I am not certain that I will have enough time on Saturday to do so, I capitalised on the opening to get this discussion out. While I would love to have this level of efficiency for each upcoming episode, I imagine that this week will be the exception, rather than the rule.

  • The page quote is a modified variant on Lady Galadriel’s opening monologue for Lord of the Rings: The Fellowship of the Ring, where Isildur, son of Anárion, picked up the shattered remains of Narsil and cut the One Ring from Sauron’s hand after Anárion had fallen in battle, ending Sauron’s power. The circumstances in Brave Witches are quite different; for one, Takami does not fall to a dark lord, although it’s not difficult to imagine Chidori as being Hikari’s machine for the remainder of this season.

  • Launching with the aim of at least buying the allied forces enough time to escape, Hikari manages to land several hits in with the anti-tank rifle, but because she does not hit the core, the Neuroi remain intact.Hikari’s powers begin manifesting as the battle progresses; she’s able to spot the core and takes aim, but nonetheless fails to hit it on account of her limited experience. After colliding with the Neuroi, Hikari finds herself facing certain death, only to be saved at the last moment by the arrival of the 502nd.

  • From left to right, the visible members of the 502nd are as follows: Nikka Edvardine Katajainen, Waltrud Krupinski, Aleksandra I. Pokryshkin, Shimohara Sadako, Kanno Nao and Georgette Lemare. Despite my own ineptitude with names, I learnt the names of the 501st on reasonably short order, so I imagine that I’ll eventually get everyone’s names from memory before Brave Witches concludes. Already, I’m familiar with Nikka and Kanno.

  • According to documentation, Kanno fights with a high-risk-high-reward style, preferring to engage the Neuroi in close quarters and as a result, has crashed several Striker units as a result. Highly aggressive despite her stature, she’s said to resemble Napoleon and immediately takes a disliking to Hikari, not unlike how Perrine and Yoshika were initially on unfriendly terms when Yoshika joined the 501st (Perinne went as far to sabotage Yoshika on one occasion).

  • When asked, Hikari states that she’ll fight alongside the 502nd in her sister’s stead until her life is extinguished, shocking even Kanno with her determination.

Because the 502nd was only just introduced in this second episode, a large majority of Brave Witches (up until the final two or three episodes) will be dedicated towards character development. Hikari’s cold reception means that there is ample opportunity to build upon her dynamics with the other Witches, making her gradual integration and acceptance into the 502nd a more rewarding journey to see. Further to this, a different set of interactions resulting from new personalities would allow Brave Witches to stand out from Strike Witches and visibly illustrate that the 502nd is quite distinct from the 501st. With next week’s episode set to detail Hikari’s life in the 502nd, the preview shows Kanno’s hostilities coming out into the open; Brave Witches‘ presentation suggests that it will be quite predictable in its overall outcomes, but so far, the route the characters have taken to reach a particular outcome remains unique. As such, I am quite interested to see how Hikari acclimatises and adapts to her new surroundings and fulfil her desire to be an effective Witch.

DOOM: Final Review and Reflection at the Endgame

“The road to Hell is paved by Argent Energy.” —DOOM tagline

The Doom Slayer squares off against three Hell Guards and triumphs over them, retrieving the Crucible and returning to Hell with assistance from the AI Vega, the Doom Slayer closes the portal and defeats Olivia Pierce for all time in a titanic battle after the latter transforms into the Spider Mastermind. With the portal closed and the dæmonic threat contained, Samuel Hayden arrives to confiscate the Crucible and moves the Doom Slayer to a remote location so that the UAC can continue its research into Argent energy. With this, DOOM‘s campaign draws to a close, marking the end of a fantastic voyage: the perfect combination of modernity and nostalgia, DOOM is a remarkably effective callback to old-school game designs. The end result is a title that emphasises fun factor over seriousness, reminding players that games are intended to bring enjoyment for their audiences. With its movement system and incredibly smooth gameplay, DOOM succeeds in doing so; the game outright tells its players that the key to victory is movement and risk-taking. In a market saturated with modern military shooters, games like DOOM represent a refreshing return to an older style of gameplay: high-paced game play is facilitated for with an unbelievably smooth movement system and the absence of reloading. During firefights, the constant rush of opponents offer no opportunity for taking a breather, and surviving each firefight is incredibly satisfying. Similarly, the inclusion of well-integrated secret areas yield advantages that encourage players to find them. Unlike the intel in Call of Duty, for instance, the secrets feel like a natural part of the game; at the time of writing, though I’ve tried, I’ve not found everything yet.

DOOM has never been well-known for its narrative elements; the original games simply depicted the Doom marine moving through the UAC facility and Hell itself, shooting through anything impeding his progress. However, in DOOM, the rudimentary narrative presents the possibility for a greater quantity of lore. In this DOOM, an energy crisis has resulted in the use of Argent energy to help meet the world’s energy demands. In spite of the dangers, the UAC continue their experiments with humanity’s interests cited as their reason for proceeding. The Doom Slayer, on the other hand, understands the hazards and consequently, fights to prevent further exploration of Argent energy lest a calamity result. The main theme in DOOM, then, is that even if a particular solution is beneficial to society as a whole in the short term, there might be unforeseen consequences in a decision that proves detrimental in the long run. As such, doing the right thing may entail causing short term tribulations in exchange for long term stability, and while the Doom Slayer succeeds, Samuel Hayden decides that he cannot intervene any further for the time being. It’s admittedly surprising that there could be such an element in DOOM; numerous codec entries seem to explore such lore in far greater detail, presenting a much more detailed and vivid world than previous versions of DOOM. In fact, this level of attention to world-building is quite conducive towards continuations, and it would be quite pleasant to see sequels of DOOM in the future.

Screenshots and Commentary

  • As the finale post, this DOOM discussion will feature the extended thirty images rather than the usual twenty. After beating the Cyberdemon, the Doom Slayer returns to the Titan’s Realm in search of the Crucible. The architectural style in Hell reminds me of the sort of imagery that come to the mind’s eye whenever something like Warcraft or Diablo are mentioned. named thus because the level is set inside the skeleton of a dæmon far surpassing even the Cyberdemon in size.

  • Cacodemons complicate the battlefield to quite an extent now that they have the capacity to blur a player’s vision, and consequently, I make it a point to take them out as soon as possible. The Gauss cannon and its mobile siege mode is a highly potent tool against them: when utilised, it can disintegrate them with a single well-placed shot. The structures of the Titan’s Realm are covered in blood and organic remains, adding much to the sense of foreboding in the level.

  • According to my list of achievements in Steam, I’ve performed a glory kill on one of every common dæmon type in DOOM, and as such, have no further surprises. Against bullets, plasma rounds and even rockets, the Revenant, Hell Knights, Mancubus and Barons of Hell can be quite resilient, requiring sustained fire to bring down. I usually make use of the glory kill mechanics to maximise the amount of pickups I obtain, and consequently, accumulated a large number of glory kills.

  • Because the moral guardians seem so offended by DOOM‘s chainsaw, I will feature a gratuitous screenshot of my using the chainsaw here to replenish my ammunition pool, resulting in what I believe to be a Possessed to be sawn messily in half. The chainsaw mechanic was well-balanced in DOOM, limited by its fuel pool, in contrast with the classic DOOM chainsaw, which was much weaker and featured unlimited ammunition (in essence, it was automatic fists).

  • My pacing in finishing DOOM‘s remaining levels increased as I approached the ending, and so, I finished on Saturday, just before Thanksgiving Dinner on Sunday. I helped clean the shrimp and prepare the loaded baked potatoes. Thanksgiving dinner itself, which also featured turkey, ham and pineapple, and mixed vegetables in addition to garlic-butter shrimps and cheese-covered fully-loaded baked potatoes, was delicious, enough to even ward off the decidedly colder weather we’ve had this year.

  • I stare down another Baron of Hell here before unloading several homing rockets in a burst against it. The glory kill animation from the front is ripping out one of its horns and beating it down with said horn. While this year’s Thanksgiving did not see another beta, I had a fantastic time beating DOOM and even managed to complete Enter The Matrix for PC. A review for that will be coming out at some point in the future.

  • After reading an article about how all of the visual effects in DOOM were created, I was rather impressed at all of the mathematics and computations that go into creating each scene. Critics of DOOM‘s violence do not likely understand (much less appreciate) the amount of technical expertise that goes into creating visually compelling worlds: more math goes into crafting these frames and optimising the game’s performance than vindictiveness in designing the glory kills and weapon effects.

  • After filling my armour capacity to its limits twelve times (I used a trick where I stood in an acidic flow for a second to lose some armour, and picked up armour pieces for 5 armour each, several times to do this), I unlocked the “Rich Get Richer” rune’s second form, which allows me to have unlimited ammunition after reaching 75 points of armour. I utilise that here in conjunction with the heavy assault rifle’s micro-missiles and note that unlimited micro-missiles is remarkably entertaining.

  • As I make my way further into the labyrinths of the Titan Realm, I am reminded yet again of the sort of atmosphere so prevalent in fantasy worlds such as World of Warcraft. I’ve heard that World of Warcraft has a new expansion and is presently free-to-play up until level ten. Having not played World of Warcraft since the Burning Crusade, I am most unfamiliar with any of the lore and updates that have since happened.

  • The first of the Hell Guards possesses a powerful energy shield that negates all damage done to it, as well as a hammer and ranged weapons for offence. The trick here is to dodge its attacks at close range  — when it attacks with its hammer, it drops its shields, opening it for attack. The Gauss cannon or super shotgun can deal massive damage. According to the UAC documents, Hell Guards are biological mech operated by a parasite, and upon besting the first Hell Guard, the Doom Slayer must face two more in tandem.

  • The second phase of the battle is actually easier than the first: while the player is facing two Hell Guards simultaneously, neither have energy shields. A combination of the Gauss cannon’s mobile siege, in conjunction with rockets, micro missiles and super shotgun blasts, will deal with both on short order. Here, I finish off the last of the Hell Guards, tear the parasite from its controls and rip it in half, before claiming the Crucible and returning to Mars.

  • The UAC must be a vast facility, since I return to a section of the complex in the colder regions of Mars. By this point in the game, I have all of the weapon mods for each weapon, so the remaining field upgrade drones, I obtained the heat blast for the plasma rifle, the turret with reduced spin-up time and the remote detonation for the rocket launcher. The reduced spin-up turret looks remarkably different than the mobile turret, and in general, I’ve found the latter to be superior in combat performance in all ways.

  • Back in the depths of the UAC installation, it’s back to business as the Doom Slayer disables the security switches in preparation of rerouting Vega’s power to send the Doom Slayer back to Hell. The further I progressed in DOOM, and the more Aria I watched, the more I feel the two worlds are unequivocally linked to one another. The power of Argent energy is used to successfully terraform Mars and cover its surface in water, as well as help it in maintaining an Earth-like atmosphere and gravity.

  • Anomalies in Argent energy extraction and processing would thus lead to some more Neo Venezia’s more unusual phenomenon, such as when Akari steps back in time into Aqua’s past, as well as when President Aria encounters gender-swapped versions of everyone in Aria The Natural. This use of Argent energy would explain why Mars (Aqua) is known as the “Planet of Miracles”, and the events of DOOM could suggest that one man made all of Aria possible.

  • I stop to admire the lighting and particles in this here hallway after yet another firefight, and by this point in DOOM, I’ve stopped actively hunting for secrets. I note that my speculations about the ties between DOOM and Aria are purely for entertainment’s sake, but given how few people out there would have the unusual background of both enjoying DOOM and Aria, I am very certain that no-one else will put the two side-by-side in discussion.

  • By this point in DOOM, the number and ferocity of the dæmons spawned is such that it becomes necessary to draw the BFG 9000 and fire it to buy one some breathing room. Ideally used in areas with a large number of mid-range dæmons, such as Mancubii, Pinkies and Hell Knights, the BFG fires an initial plasma round that yields secondary discharges capable of instantly shredding opponents. Ammunition for it is very rare, and I prefer having all of my charges available for a pinch during a boss fight, but when I see BFG ammunition hanging around, I am at a greater liberty to utilise this weapon’s awesome capabilities.

  • After looking into the so-called moral outrage propagated by the moral guardians out of curiosity, it turns out that these individuals do not even believe in the position they were backing, and instead, were making such remarks merely for attention’s sake. From the looks of things, their complaints about DOOM came as part of a much bigger internet-based culture war that was instigated back during 2014 over an obscure and poorly-made title posted to Steam.

  • While the aforementioned culture war was ostensibly about “ethics in video games journalism”, things devolved into an unproductive and meaningless debate about the so-called “gamer image”. I say that it was meaningless because the objective of some parties was to eliminate games such as DOOM, and rudimentary market forces illustrate that such a drastic course of action is futile: so as long as people are willing to purchase shooters and higher-end hardware to attain a pleasant experience, these products will continue to be sold whether or not people hold opinions against them. So, as to whether or not “gamers are over”? The fact that there are increasingly powerful GPUs, and the release of new games like DOOM, strongly demonstrates that no, gamers won’t ever be “over”.

  • As far as I’m concerned, I pay very little attention to the component of video games journalism reviewing a game for its “artistic merit” and instead, mostly keep to news on when a game (or its features) are released; I’ll be the judge of whether or not a game was fun or not. Returning to DOOM,  the fight at this section was perhaps one of the toughest I faced. Besides a seemingly-endless number of dæmons, a pair of Barons of Hell also make an appearance: I died here on several occasions from the sheer volume of destruction sent my way.

  • The aforementioned deaths come on top of making liberal use of the BFG to clear out a path and gain some breathing room. After a few attempts, I managed to clear out the area, obtained all of my weapon upgrade points and at last, could proceed to the final stage of this mission. Because I was constantly on the hunt for Argent cells, I upgraded each category of my Praetor suit fully on a single play-through: at maximum, players double their health, increase their ammunition pool by three times and can carry three times as much armour.

  • After clearing out the last of the dæmons, I make my way to Vega’s central processing core, which has a design reminiscent of the cyrogenic chamber seen in Akira. The final goal is to disable the core itself, and in a flash of energy, the Doom Slayer is back in Hell once more. The English phrase “Go to hell” is meant as a rejection functionally equivalent to the phrase “go away”, “get lost” and “leave”, but given how often the Doom Slayer has indeed “gone to Hell” and come back, said phrase would translate to “get to work” in DOOM.

  • The final mission in DOOM is titled “Argent D’nur”: I’ve always wondered why science fiction and fantasy worlds made such extensive use of apostrophes in their names, and unsurprisingly, there’s a fascinating story behind it. Use of apostrophes were inspired by some real-world languages, where the apostrophes are used as a consonant rather than punctuation, and H.P. Lovecraft used them for a more exotic feel in his names. Star Trek and author Roger Zelazny would contribute to their increasing usage. While some are not fond of them, I personally find that they definitely add a bit of mystique to science fiction and fantasy names.

  • With the power-ups section of my Praetor suit fully upgraded, the Berserker mod turns the Doom Slayer into a wrecking machine: even Mancubii and Barons of Hell fall before his fists in a single shot, and the powerup is perhaps the most entertaining to wield. There was a similar power-up in Brutal DOOM, where picking up the Berserker mod would allow players to punch dæmons so hard they exploded, or else carry out brutal executions on them (one of the more violent ones includes ripping out an enemy’s spine). It appears that this was split in DOOM, allowing players the executions through Glory Kills.

  • DOOM is a fantastic game I can easily recommend to all DOOM fans, although folks who’ve played through Brutal DOOM may be disappointed at the fact that the ability to kick enemies, or flip them off, did not make it into DOOM. With that being said, these were “nice to have” features, and DOOM‘s engaging upgrade system more than makes up for the fact that I cannot flip the bird at dæmons to further aggravate them; in Brutal DOOM, fingering the Cyberdemon sends it into a rage, increasing the rate at which it fires rockets at the player.

  • Because this is the finale post, I’ve opted to double the number of chainsaw images. Sparingly used, I find that it’s usually unnecessary to chainsaw larger dæmons because it consumes more fuel units, but in a pinch, the chainsaw can be used to quickly take out a particularly tough dæmon. While each fuel can restores three units, some opponents (such as the Barons of Hell) require five units of fuel to down. The most economical (and unsurprisingly, least fun) way is to use the chainsaw on Imps and Possessed as a means of obtaining ammunition.

  • Individuals who’ve been around games long enough will know that it’s bad news bears whenever a game gives this much resources to players. In the Argent D’nur mission, once the Argent wells are disabled, players are treated to some information detailing the Doom Slayer’s past: I absolutely love the high fantasy style descriptions of the Doom Slayer as a dark lord from the ninth age who destroyed the power of the Necromancers.

  • After seventeen hours of gameplay, we come to it at last: a confrontation with the Spiderdemon (known in DOOM as the Spider Mastermind). The ultimate boss in DOOM, it has a vast health pool and range of attacks that it will field against the player. Shooting at its limbs or armour won’t deal substantial damage, even with the Gauss cannon, and for the curious, I did not last very long against it using just the pistol.

  • Aiming for the Spider Mastermind’s exposed brain, on the other hand, deals substantial damage. Making use of the rocket launcher and Gauss cannon is probably the fastest means of dealing serious damage, although when the Spider Mastermind’s health begins dropping, it will start spawning spike bombs and electrify the entire floor, which I learned to be more lethal than any other attack the Spider Mastermind possesses.

  • The BFG 9000 becomes an indispensable tool in this fight; besides its base damage, the weapon will stun the Spider Mastermind, opening it up to attack. The Gauss cannon and its siege mode is highly effective against this monstrosity. According to the in-game documentation, the Spider Mastermind is known as the Aranea Imperatix (similar to the Latin Aranea Imperattrix, or “Spider Empress”). Beyond this, not much about its origins are given in the cryptic tomes.

  • After running out of ammunition for the Gauss cannon, I swapped over to the rocket launcher and pounded the Spider Mastermind until its health was depleted, ending the game. After besting the Spider Mastermind, Samuel Hayden appears, and similar to the G-Man, remarks that the Doom Slayer’s services will be needed another day, but for the present, cannot be allowed to interfere, before teleporting the Doom Slayer to an unknown location. Thus, I’ve beaten DOOM, marking the first time where I’ve upgraded my GPU for a game.

When it was first announced, I wondered if DOOM would be something that I would enjoy; I had a blast with DOOM and DOOM II, as well as the Brutal DOOM mod (which appears to have inspired some elements seen in DOOM, no less). Having passed on DOOM 3, I wondered if DOOM (then known as DOOM 4) would follow in the trends set by modern shooters. Early trailers seemed to suggest so, but when DOOM underwent a redesign and the 2015 E3 trailers revealed that DOOM would be returning to its roots, my hesitation was erased entirely. Coupled with a well-timed summer sale, my decision to pick DOOM up became much more straightforward. With the campaign now complete, I feel that the game is well worth its cost: besides this initial play-through, I will probably go back at some point to find all of the secrets and collectibles, then see about unlocking and trying out the legendary “ultra nightmare” mode. There’s also a multiplayer component: this might be less well-received than DOOM‘s campaign, but the inclusion of a multiplayer similarly serves to boost the game’s replay value. My final verdict on DOOM is very straightforwards: this game earns a strong recommendation for any and all fans of first-person shooters. DOOM fans will enjoy the game without question, and the ultimate question of whether or not one should get DOOM really boils down to whether or not one has the hardware required for this game. Although somewhat on the steeper end, DOOM is very well-optimised and runs buttery-smooth provided that one meets the minimum requirements.

Revisiting The Haruhiism Time Capsule Project: A Retrospective

“The Internet is so big, so powerful and pointless that for some people it is a complete substitute for life.” —Andrew Brown

Today marks the ten-year anniversary of the Yahoo Time Capsule Project, which was announced in 2006 as a means of capturing a sample of digital during this time. Opened from October 10, 2006 to November 8, 2006, the project was an exercise in digital anthropology of a great scale; the original plans were to broadcast the time capsule’s contents via laser into space, with the intent of contacting extraterrestrial life. This event would have taken place in Pyramid of the Sun in Teotihuacan, Mexico, but concerned about the potential damage at a historical site, the event was moved. The world in 2006 was a rather different place: dual-core processors were commonplace, and NVIDIA had just released its GeForce 7 series of video cards. During 2006, NASA launched the New Horizons project, which aimed to put a satellite in Pluto’s orbit, and Pluto itself was reclassified as a dwarf planet. Iraq dictator Saddam Hussein was executed, and North Korea claimed to have successfully tested its first-ever atomic weapon. 2006 also saw the launch of Kyoto Animation’s anime adaptation of Nagaru Tanigawa’s The Melancholy of Suzumiya Haruhi.

A smash hit by all definitions in Japan and overseas, The Melancholy of Suzumiya Haruhi created an internet phenomenon and, a quasi-religion, “Haruhiism”, was spawned as a result of the title character’s popularity. The coincidental timing of The Melancholy of Suzumiya Haruhi‘s release with the Yahoo Time Capsule Project meant that there were some individuals who aimed to preserve their interests in The Melancholy of Suzumiya Haruhi through this program. Embarking on a journey to submit images containing the Haruhiism logo to the time capsule under the “Faith” category (the others include “Love”, “Anger”, “Fun”, “Sorrow”, “Beauty”, “Past”, “Now”, “Hope”, and “You”), the initiative resulted in roughly a hundred images carrying the Haruhiism logo being successfully uploaded to Yahoo’s Time Capsule before the submission deadline closed (out of around a hundred seventy thousand total submissions). While the identity of the individual who masterminded this project has been lost to time in the ten years that followed, things have changed dramatically in the time that has passed; multi-core processors are the norm now, even in mobile devices, and NVIDIA released its Pascal line of GPUs. NASA launched its OSIRIS-REx asteroid sample mission, and the United Kingdom voted to leave the European Union in a referendum. Similarly, over the passage of time, The Melancholy of Suzumiya Haruhi no longer commands the same familiarity it once did, and one wonders: when Yahoo’s Time Capsule is opened in 2020, will anyone still recall what Haruhi, much less Haruhiism, is?

Gallery

  • I’ve known about the Haruhiism Time Capsule project for quite some time, although who initially started is something I cannot recall. This post was born out of a curiosity to determine whether or not the Haruhiism Time Capsule project captured as much interest as was claimed, and so, I set out to see for myself what sort of logistics would be involved in obtaining a hundred images for submission.

  • Thus, during a quiet Saturday back during the summer, I visited campus and took advantage of the quiet to put up the Haruhiism posters for photographing. It took around ninety minutes to capture twenty submission-ready images on my own, so I imagine that, with a small group of friends, it could conceivably be possible to reach the hundred image mark within a weekend. Despite the reach of the blog where this project was first proposed, I doubt that readers would have been motivated to contribute, so the numbers were attained by a few individuals taking a large number of photographs, rather than many viewers submitting one or two.

  • Because it was a summer morning, campus was (almost) completely deserted when I embarked on this small test. I visited some of the locales where my MCAT preparation courses happened, as well as the roof of the Arts Parkade, which bears a great deal of resemblance to the school rooftop in Madoka Magica. I note that I am not a believer of Haruhiism: most definitions state that Haruhiism is the belief that a single individual could be given corporeal form and walks amongst humanity as a god of sorts. Its followers support notions that “what will be will be”; that things happen because a Haruhi-like entity willed it and so, it should be accepted.

  • The irony here is that Haruhiism misses Nagaru Tanigawa’s actual message; he writes Kyon in as a normal being whose interactions with Haruhi cause her to reign back her schemes, scaling them back so they become more realistic to accomplish. Rather than the fatalist outlook that some Haruhiists support, the main theme in The Melancholy of Suzumiya Haruhi is that ordinary folks have a much greater control of their environment than they might be aware of.

  • With the situation Yahoo is in, surrounding its data breach, one wonders if they will still open their time capsule as stipulated, in March 2020. With regard to Yahoo’s use of a laser to beam the time capsule’s contents into space, there are several problems posed: a laser pulse has a low probability of hitting a planet with intelligent life, and the probability of another civilisation using the same means of decoding information as we do is even lower. I’ve posted five of my favourite images from my experiment above; these would have certainly been accepted on first try (minus the fact that they are a crisp 1920 x 1080 rather than 1024 x 768), but below are fifteen other images taken over the course of a morning.

It is projected that when the capsule is opened in 2020, Haruhiism will be an enigma to even those who had submitted images to Yahoo. The Melancholy of Suzumiya Haruhi, while initially creating a large influx of excitement, failed to continue to gain momentum because the source material, in the form of light novels, simply failed to update. The anime itself was wildly successful on account of superior execution in animation and audio-visual elements, rather than any intrinsic strengths in the light novels’ narrative or characters. Consequently, once the novelty wore off, audiences merely directed their interests towards different series. This factor accounts for why The Disappearance of Nagato Yuki-chan remains relatively unknown, as well as why future animated adaptations of The Melancholy of Suzumiya Haruhi are very unlikely. As for the individual who spearheaded the entire initiative to promote Haruhiism, their project does not appear to have been particularly worthwhile one in retrospect — Haruhi simply does not hold the same magic it once did, and I doubt that the folks using image boards over in Japan has any interest in revitalising the old videos of Hare Hare Yukai.