REVIEW: The Devil is a Part-Timer

*SPOILERS: Don’t read this if you don’t like being spoiled.*

One night, I was in the mood to watch some anime. I started browsing through Netflix and came across The Devil is a Part-Timer, which said it was a comedy about Satan working part-time at a fast food restaurant. I was intrigued and up for some light-hearted comedy, and it was only 13 episodes, so I gave it a shot.

Man, do I wish it had been longer than 13 episodes!

Background

After being defeated by the Hero in Ente Isla, Satan retreats to Earth, where he winds up in modern-day Tokyo with his most trusted general, Alciel. After realizing that magic doesn’t work, they decide to find a place to live, change their names (to Maou and Ashiya), and bide their time until they can return to Ente Isla and conquer it. Little do they know that the Hero, Emilia (Earth name Emi) has cahsed them down to slay them once and for all and save Ente Isla. It’s a really good premise; simple, to-the-point, and best of all, has amazing potential. But does it deliver?

Plot Direction

Oh yes. Yes it does!

So, this show is a comedy. And it’s a comedy about Satan, an almost omnipotent being, working at a MgRonald’s (yes that is a blatant reference to McDonald’s!). Just thinking about it is pretty chuckle-worthy, and really, the comedy is pulled off great, but what I really want to touch on in this review is where this anime goes in (sadly) only 13 episodes.

There’s a lot of development in character and story in this show, and it does that really nicely, even though almost every single episode feels like a filler episode. What this show is really about, to me, is what if the roles of the Devil and the Hero were (somewhat) reversed? Sure, there’s a lot of stories where the enemy is misunderstood and trying to do something for the greater good, but there’s always something that leaves you wanting them defeated. In this show, Satan is the protagonist, and he’s the protagonist not because this show is about being evil – no, it’s about role reversal.

Emi, the Hero, is actually an anti-hero, as you find out. She has that perfect tragic Hero backstory – she was taken away from her family to be trained as the Hero, she finds out her father dies from a general of Maou’s army, and then swears vengeance on him. This is flipped into being an anti-hero when it’s revealed that there is no “destiny” to slay the Devil King. The church in Ente Isla fooled her as part of an elaborate plot to take over. Unfortunately, this whole backstabbing isn’t explored nearly as much as I would have liked, but that’s because there’s only 13 episodes. If there’s a second season I really hope they go into more detail about this, because it’s something I’d love to see more of.

So the show basically puts you in this weird spot where Emi continues to try and stick to “being the Hero”, even though there was no grand destiny, in order to justify her wanting to kill Maou because his army killed her father, while Maou continues to bewilder her and others who come into the show trying to stop him (because he’s the Devil King) when he does nothing but good, even when he momentarily regains his demonic power due to the negative emotions elicited by people.

Frankly, this is one of the best role reversal plots I’ve experienced. It’s all pretty subtle save for a few episodes, and it’s garnished with a hefty helping of comedic frosting. While I’m sure others can, I can’t find anything I disliked about where the show went or its plot as a whole, and that’s in part due to how well these characters develop.

Character:

This is, hands-down, the best part of this show. In particular, Emi stands out as the pinnacle of a developing character.

Maou develops, but it’s more that he opens up to you like a friend becoming closer to you than him really changing. You find out that he only attacked humans in Ente Isla due to misunderstanding them, and that he actually prefers living on Earth because the people there have been kind to him. It’s this living in modern-day Tokyo that Maou comes to understand, appreciate, and respect humans. It’s weird to see someone who’s supposed to be evil be so kind, especially when it involves Emi.

This isn’t in the anime explicitly, but while looking the show up I came across the light novel (which it started out as), and there’s a scene where Maou tells Emi that she has to keep an eye on him and stop him because he’s going to take over Ente Isla someday, even though both of them know that’s not going to happen. It’s an incredible scene for both of them, with Maou selflessly lying just to appease the distraught Emi. Again, it’s somewhere waaaay down the line in the light novel, but I think it’s worth mentioning because that kind of perfect role-reversal is very subtle throughout the anime, whereas it’s a little more clean-cut in that scene.

Speaking of Emi, she’s probably the most developed character. She goes from the Hero, hell-bent on taking out Maou, to a girl who doesn’t exactly know what she should be doing concerning Maou because her only desire is to exact revenge on him for her father. She bluffs that she needs to take him out because she’s “the Hero”, but she values him as an unlikely friend. She even goes out of her way to talk someone of the church of Ente Isla into holding off on slaying Maou despite all the horrible things he did in Ente Isla, claiming that it was her duty as the Hero.

The rest of the characters all undergo some sort of development, and really, I’d like to write about all of them, but in this review I really wanted to touch on the dramatic role-reversal that’s subtly masked under an anime labeled as a comedy, and how brilliantly it’s executed. Trust me when I say that pretty much every character is enjoyable and undergoes some form of character development. It’s fantastic.

——

The Devil is a Part-Timer was a show I randomly decided to watch on Netflix, and it rocketed into the top 5 for me. This show has it all for me – action, great comedy, character, and plot, and to top it all off, the animation is really good. The only really glaring flaw is that it’s only 13 episodes. Still, If you’re looking for something to marathon through and get way more than you expected out of it, check this anime out!

Animation/Art: 9/10
Music: 7/10
Plot Direction: 10/10
Character: 10/10
Final Score: 9/10

Just sayin’

UPDATE tiiiime!

I apologize for not putting up a post in the past two weeks. I have been doing a lot of interviews and job applications, and after a long struggle, I finally have a full-time job! I’m happy with what I’ll be doing and it’ll finally give some real structure to my days, something I’ve been longing to have for quite some time.

So, with that in mind, it’s time to once again change my schedule to once a week. I’m gonna try and mix up my posts with shorter posts now that I’m moving back to once a week. I try to select things that lend me to writing something a bit more lengthy (hence why they’re usually reviews), but I think I’m gonna try and put up shorter stuff that I wouldn’t normally put in, say, a tweet.

What won’t be changing is the upload day. I will be aiming for Monday as I have been for a while.

Just Sayin’

Training Amiibos

Before I begin, a quick shout-out to this thread, which is what I used to train my amiibos.

So, when the new Super Smash Bros. was announced, Nintendo also announced Amiibo, a figurine that could interact with games on the Wii U through an NFC touch point built-in on the game pad. In Super Smash Bros. Wii U, this scanning translated to a fighter that you could then fight with/against. I saw it as an opportunity to train these fighters and pit them against other amiibos because that sounded really fun to me (as a competitive Smash player it’s at the heart of what I find the most fun about training an amiibo).

So, I quickly bought a Kirby amiibo, named him H U P BOYZ, and got to work training him. I played with my brother in amiibo + player teams until he got to 50 (the max level for an amiibo), and then I realized that H U P BOYZ used Inhale too much (Neutral B move for those who don’t know). He also used a lot of grounded Rock (Down + B special) and Up Smash, but not too many aerials. He used some, but I wanted him to play like I did with Kirby.

So I started doing some research, and found a couple articles with some training tips. A few of them were very similar. CPU mirrors 1-10, you vs them mirrors 10-20, 20-30 playstyle chars, 30-50 your main + CPU mirrors to see how they’re progressing. It sounded pretty good, so I gave it a shot. I reset H U P BOYZ and started training him.

Spoiler alert – H U P BOYZ still sucked.

He still used too much Inhale and grounded Rock. he also spammed jab a lot this time. So I went back to researching when I came upon that thread I linked in the beginning of this post. It was pretty much eye-opening for me.

Let me break this down for you:

Amiibos basically have a hit % variable stored inside of it for every move in its arsenal (probably not including pummel, which is guaranteed out of a throw). From what I’m theorizing, whenever they hit with a move, the % for that move goes up. If they use a move and it whiffs, is blocked, or is outright beaten or punished, the % goes down. No one has truly found out everything about amiibos, but this sounds the most logical to me given that thread confirmed data tables. Anyway, amiibos will use moves with a higher hit % more often. However, they won’t use it all the time, just more than a normal level 9 CPU would. And this data table updates even after they’ve hit 50.

So what does this mean? Basically, the amiibos will use moves more based on what opponents they fight. That means that if you let a Kirby amiibo get off Inhale or Rock against you, it’ll think it’s better than against a player that never lets a Kirby amiibo get away with it. Amiibo do have slightly different styles, it’s just based off of hit %, and the placebo effect takes it from there because of that subtle difference between amiibos.

So, I did my second reset on H U P BOYZ and trained him from 1 – 50 against just me, except this time I literally air camped so that H U P BOYZ would be forced to take to the air and use aerials against me. Every time he tried to use Rock, or Hammer (Side + B special), or Inhale, I would punish him. And to top it off, I would literally let him hit me with aerials and tilts so that he thought they were better moves.

And it actually worked (a little).

See, amiibos still have that core AI ingrained in them. They’re going to do some stuff no matter what, but you can influence them. H U P BOYZ does the standard Power Shield and then a grab or smash attack, but sometimes he’ll throw out three Forward Airs in a row or use Up Tilt twice in a row or even do Up Tilt to Back Air instead of Up Tilt to Forward Air (which is a level 9 Kirby combo implemented into their base AI).

So that’s how I train amiibos. I let them hit me with the moves I want them to use and try to punish them for using moves I don’t want them to use. H U P BOYZ barely uses Hammer or Rock, although now that he’s fought other amiibos and CPU’s he uses Inhale a fair amount (although not nearly as much as the first two times), but overall, training him was a success.

I think this is the best way to train them right now. Let me go over how I do it in terms of levels.

Levels 1 – 20: Beat them down. Amiibo aren’t very smart here. Sure, they’ll throw out attacks, but it’s best to just beat them down so that they don’t throw out anything bad that’ll hit you. Even if you let them hit you, they won’t be borrowing from the data table too much because their base AI at this point is, well…dumb.

Levels 20 – 30: This is where I make them start learning. At this point they should be borrowing from level 4 or 5 AI, so they’ll be throwing out attacks, but they won’t be utilizing the hit % table a lot unless you let them hit you a ton in the earlier levels. You won’t see certain attacks because the 4 or 5 base AI just doesn’t choose it. If you see them throwing out any moves you’d like them to learn, let them hit you. This can be tricky with aerials and tilts (especially if you don’t want them using smash attacks); my advice is to jump around a LOT for aerials. Tilts are much harder and I have no safe way to get hit by them without being hit by a smash attack. It takes a lot of patience.

Also, don’t forget to beat them. They level up faster losing.

Levels 30 – 40: This is where most of the learning happens. At this point, they’re borrowing from level 6 or 7 AI and so will most likely be using every move. They’ll also be borrowing from the data table so you’ll find them using certain moves less and certain moves more. Just keep letting them hit you and maintain victory over them so that they level up faster. This is probably the longest phase for me because I take a lot of time making sure they learn what moves are better than others.

Levels 40-50: This is where the amiibos’ inherent buffs (yeah, they’re stronger than normal fighters even without equipment) start to become noticeable. You’ll also see a noticeable change in how they fight compared to level 8 and 9 CPU’s. If you’ve done your training correctly, you’ll notice them using moves you let them hit you with more often. That means it’s time for some crazy positive reinforcement. Let them hit you A LOT. Sure, you still need to win or else leveling them up takes longer, but make them extra close. Let them take you down to that last stock (if you’re using time, make sure you maintain a point lead).

This is a good time to pit them against any level 50 amiibos you have, also.

Level 50: You’ve done it. Your amiibo is now max level! A couple things to note here:

– While you’ve been training them, don’t fret if they use a move you’ve been punishing a lot or never let them hit you with. They are, in theory, at Level 10 if there was a Level 10 AI in the game, and so have hard-coded scripts that they simply can’t ignore.

– They will start rolling, spot-dodging, air dodging, and perfect shielding a LOT, and usually right when you use a move. They will punish you with a smash or grab after perfect shielding a LOT, even if you trained them to think smash attacks are bad. It’s part of their script. Don’t let it bother you.

– You should notice that they’re very rarely using moves you’ve punished them for using and using moves you let them hit you with more frequently. However, there will be no drastic change in their move selection unless you let them hit you with the same move over and over from 1 to 50. Then they’ll spam a move way more than a level 9 CPU would.

– Amiibo buffs are pretty apparent here. H U P BOYZ does over 20% with one Back Air. That’s as much as a normal smash attack with an aerial!

And that’s how I train my amiibos. So far I have 3 trained amiibos (H U P BOYZ the Kirby, a Mario that likes Up B, and a Pikachu that doesn’t use Thunder a lot). They’ve all been trained using this method and they’ve all shown good results, so I think this is a really solid training method. Give it a try next time you want to train an amiibo. I’ll end this with a few more notes:

– Because amiibos learn after 50, it’s impossible to stop them from landing a certain move. If you let them fight another amiibo, a CPU, or a person, they might land that move and increase the hit % of it. The nice thing is that that hit % has to contend with the other ones you’ve trained, meaning they’re not suddenly going to start spamming that move, but you will see them try and use it more. If you see them using a move too much, just play them and punish it whenever they do. My Pikachu spammed Thunder between levels 30-40 and I literally sat there for two games and punished Thunder. After those, he never spammed Thunder again because of how low I made the hit % after that and from levels 40-50. He still uses it, but he hasn’t used it twice in a row since.

– Amiibos only update their hit % after a match is completed. This is really important. If you don’t like how a match is going, just quit out of it. I can’t tell you how many times I had to do this because H U P BOYZ landed Inhale on me.

– Amiibos level up insanely fast on a different Wii U. Not really important, just thought I’d let you know. They also level up faster fighting CPU’s and other amiibos than they do against humans.

Have fun with your amiibos! I can’t wait to enter these guys in amiibo-only tournaments!

Just Sayin’

Hat Trick!

Here it is, my third year of writing this blog! I didn’t write nearly as many posts this year, but with the end of school, work, Super Smash Bros. training, and preparing for interviews, it makes sense that my time got cut short. My putting up a blog every two weeks on Monday is still going to be the norm for now, but once I get a job I’ll be returning to my every week post!

Thank you to everyone who reads this blog! It means a lot to me 🙂

I’ll leave you with a few New Year’s Resolutions of mine:

– Win one of my Smash Bros. locals
– Place top 5 at Smash Bros. national
– Tame my sweet tooth

Here’s to another year!

Just Sayin’

A call to Smash Bros. players

I’m writing this because I’m not about that multiple tweets in a row life.

Listen. I’m no community leader in the Super Smash Bros. community; I don’t have crazy insights on the Smash community at large; I don’t own or operate any respected Smash content group like Melee It On Me; I’m not part of any Smash organization; I’m not even a player whose skill has put me into a spot where I’m really noticed; I just play Smash. I don’t compete in Brawl, Melee, or 64, but I play every single Smash game and love every single one.

Which is why it completely baffles me that people not only bash each game in the series, but that some are such awful people that they’ll lodge death and rape threats at others because a game in the series wasn’t included in a tournament.

It was very recently announced by Alex Strife, tournament organizer of one of the bigger international Smash events, Apex, that Project M, a very popular mod of Brawl, wasn’t included in Apex 2015’s lineup, despite being told that it would be, despite it’s insane attendance last year. Every official Smash game is included. While Project M is my main game, and I’m disappointed that Apex isn’t including it even though I thought it was going to be, I’m not angry. I’m definitely not angry enough to hurl insults and threats of rape and death to Alex and his staff.

Whatever the reason that Project M isn’t included, it’s safe to say that the initial reaction by a small minority of the Smash community was wrong. I’m angry now because this outburst reflects on a community I’ve invested a lot of time in, and that community now has to deal with it, me included.

So I’m here to do what I can. I’m writing this small post to try and raise some awareness like Smash community leader Prog did earlier today.

Listen, if you’re part of this community and you were at fault for this, you should be ashamed. I love this series. It’s home to many good memories. I can’t recall ever having a bad tournament experience because I’ve met some incredible people and forged some great friendships through this series. How can you be part of something so awesome, forge awesome memories with new and old friends, and then do something so horrible? It doesn’t make sense to me.

If I knew you, our friendship would stop right there. I don’t want to associate myself personally with those kinds of people, and neither should anyone else in the Smash community. To add on, I don’t want to associate myself with anyone who just hates on one of the entries in the series. I may like PM and Smash 4 over Melee, Brawl, and 64, but it doesn’t take away from my respect for the players of each game.

I see people commenting on how Project M is trash, why is Smash 4 even being considered for a spot at Apex, Brawl should be dead, etc… and it leaves a bad taste after reading. Why would I want to interact with someone like that? Why would any of you want to interact with someone like that? I may dislike something and express that, but I’m not going to just hate on something without a good reason to.

I think everyone who hates on a game in the series or is throwing death and rape threats at others in your own community need to take a step back and think about the damage you’ve done and the damage you’re currently doing.

And then stop it.

Just Sayin’

REVIEW: Super Smash Bros. 3DS

Wow, it’s been a long time since I’ve posted! I’ve been meaning to write this review but I was having so much fun with the game that I forgot to write it!

So, the new Super Smash Bros. game is out. While most of my friends in the competitive area of Smash aren’t exactly enjoying it, I am enjoying it a lot. Now that I have the full game let’s go into what I’m excited about and what I’m looking forward to with the Wii U version.
The Good:
 
Smash Run
 
I have to start here. Smash Run is probably my favorite mode of Super Smash Bros. I’ve ever played. Collecting power ups and duking it out in quite a few different varieties of mini games (including racing, climbing, and various versions of Smash) is awesome. I loved Kirby Air Ride’s City Trial (which is basically what Smash Run is), and so I instantly took a shine to this mode. I think the only problem is you can’t interact with the other players besides a bomb you can throw into their screen.
All-Star Mode
 
The new All-Star mode is really cool. Instead of grouping characters together by game, they’re grouped by time period. This makes some really interesting variety of characters and stages while fighting. The mode is a little on the easy side for me, but I really enjoy it nonetheless.
Music + Graphics
 
Super Smash Bros. 3DS (and the Wii U version) has the best music in a Smash game to-date. Really digging the remixes, and the game looks fantastic. I think the only problem here is you can’t change the music like you could in Super Smash Bros. Brawl, but that’s a minor detail I can look over.
Teams
 
So you can now be whatever color you want in team battles. That’s the best. Now you have team outlines, which is way cooler and way better. Seriously, forced colors was never something I enjoyed about teams. I’m glad they changed that.
Stages + Items
 
These are, hands down, my favorite stages in the franchise. The Paper Mario stage is definitely my favorite. All the new stages offer something really cool, and I LOVE the new old-school Mute City stage! To add to the craziness of the stages, the new items are a blast. The Galalga Boss that sucks you up, Cuckoos, and the new Pokemon and assist trophies really make for a hectic item experience. It’s fun!
Characters
 
The new characters rock. I love them all. In fact, Villager is my main! I actually don’t mind Dr. Mario, Lucina, and Dark Pit, either. While I will never play Dark Pit, I really enjoy Lucina and would rather pick her over Marth, so I’m glad she’s in the game. Also Dr. Mario is a boss and actually has different moves so I wouldn’t consider him a straight-up clone.
Custom Moves
 
Are probably the best part of this game. I am loving some of the custom moves the characters have! They give the characters some much-needed flavor or just help their kit in general. For example, Luigi has an ice ball – how cool is that?!
The Bad:
 
Controls
 
I’m actually very used to the controls, but as a competitive player (who doesn’t really play Super Smash Bros.), I really miss the c-stick. Being able to do a falling Up Air is something I have taken for granted, and while I can still do it, it takes a lot of precise manipulation of the joystick, and to be frank, the 3DS’s joystick isn’t incredible. I wouldn’t say the controls are awful, but there’s definitely something left to be desired here.
Classic Mode
 
Is still kind of boring.
Online + For Glory
 
Okay, so every For Glory mode stage is basically Final Destination with the stages usual blast zones. Some of the have walls that go down to the blast zone. This is fine, but I really wish some of the stages (I’m looking at you, Paper Mario stage and Rainbow Road) had their original design in For Glory mode, just minus the hazards. It’d make some of the levels way more varied and interesting without it just being flat. This ties into online.
You see, Final Destination is a horribly balanced stage. It gives characters with projectiles a clear-cut advantage (unless you’re Little Mac), and that’s hardly fair to slow characters. I think Battlefield is the most balanced stage, but I’m digressing. It seems that the cast is balanced around Final Destination, and that’s…not great. Granted, I think the game is incredibly varied right now and a lot of characters have untapped potential, but it sucks that online every stage is basically Final Destination,  giving some characters inherent advantages. That’s not too bad if you’re really good, but I think a lot of players who want to become competitive aren’t going to enjoy their character suffering as they try to practice their character.
Also the lag can be dreadful sometimes. At least the game has decided to dish out “No Contest” where neither player receives a detriment or plus to their record if the game lags for too long. It can detect intentional DC’s though, which is awesome. Other than those few complaints, though, online is incredibly fun. I’ve played just about 100 1v1 games and a few 2v2 (both For Glory) and they’ve been really fun. I have yet to play the “For Fun” mode or 4 player For Glory, and I probably won’t for a long time. I enjoy 1v1 the most.
Equipment
 
I’m not really a big fan of equipment, and that’s because they only give out stat boosts. I’m okay with the changing stats of characters. It’s a cool concept and it’ll make your Amiibo CPU’s way more fun to watch. However, it’d be nice if there were some pieces of equipment that only gave effects, no stats. I’m a big supporter of custom moves for official tournaments with this game, and I would’ve loved to include equipment in there, but alas. Equipment will be no more than a side tournament option.
And that’s about it. I could rate this game on my usual criteria but there’s so much content in the game I won’t do that. With that said, my rating for this game is a solid 8/10. If you’re a fan of the Super Smash Bros. franchise, you will love this game, even if it’s on the 3DS. I wouldn’t wait for the Wii U. Having Smash on the go is incredible.
Just Sayin’