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’

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’

The ebb and flow of Animal Crossing

I wanted to write about Smash today, but I didn’t do the research I wanted to, so I apologize for the late post. Instead, I’m going to write a small little blurb about Animal Crossing.

Two days ago, I got Mario & Luigi: Dream Team, and now I find that I don’t play Animal Crossing: New Leaf anymore. I love the AC series, but there’s one thing about it that always turns me off as I continue to play: there’s not enough to do.

I’ve upgraded my house to almost full completion, have almost 20 public works projects, all but one fossil, most of the fish and bugs, and my Nook store is one away from being the biggest expansion. In every previous AC game I’ve played, I’ve been able to “beat” the game by expanding everything to its maximum size and almost completing the museum (I could never get all those works of art…). And usually, games come out and I play them, but I was pretty rigorous in my routine to play Animal Crossing every single day until I had everything. Unfortunately, doing jobs for villagers, buying and selling stuff, digging for fossils, and farming bells on the island can only go so far. Even with multi player, the most you can do are tours and self-proclaimed fish and bug-catching contests. At some point, it gets boring (it would be helpful to point out that I am no artist, and so I have spent exactly 10 minutes making a flag design, and that’s it. I’m sure artists get way more out of the Able Sisters’ designing than I do).

Inevitably, though, my interest wanes. Everything becomes a little monotonous, and I eventually stop playing. Unlike in MMO‘s, where dev teams are constantly trying to update their game to keep players hooked alongside guilds forming and whatnot, Animal Crossing is a simulation game, so at some point it feels like you’re living life there, and not here. Or it would feel like that if there were more stuff to do. At some point, you only play for 5 minutes a day because there’s really nothing else you want to do in your town.

Now that that tiny complaint is out of the way, has anyone whom has experienced this notice that, after you’ve beaten the new games and have nothing to do, Animal Crossing suddenly becomes addictive again? It’s crazy how there’s almost a tide to my interest in Animal Crossing. Sometimes it’s very high and I enjoy it, and other times it feels like a chore and I eventually stop, only to come back months later with a fresh desire to play.

This is different than with MMO’s, which I tend to play heavily for a month and then stop completely. No, Animal Crossing somehow ropes me back in when I have nothing to do and becomes my new game of choice. There’s no real competitive value to it, no incentive for me to improve my skills (which there is little of) in the game, so why do I keep coming back?

Has anyone else ever felt this way about Animal Crossing?

Also, except a post about Smash or a review of something next Monday!

Just Sayin’.

A resolution of the New Year variety

Ah, New Year’s Eve; that time of year where people say, “I’m going to do x 3 times a week,” or, “I will stop x’ing”. But that’s not all – it’s also the the time when people try to start with a fresh slate. Unfortunately, that usually isn’t the case. It’s incredibly difficult to habituate something you’ve been wanting to do for a long time. When that next New Year’s Eve rolls around, your resolution may, in fact, be the very same one you had the year before. Talk about depressing.

So, tonight, whether you’re partying into the New Year, working, or enjoying a quiet evening this New Year’s, take it upon yourself to not only make a New Year’s resolution, but to add on a resolution to keep the resolution you just thought up. When you tell your friends what your resolution is, tell them that it’s to keep the “do x”, or the, “stop y”.

Maybe that’ll help.

Just sayin’, happy New Year!

The Patriarchal Double-Standard (in geek culture)

Anime Central (ACen) is around the corner, and so I’ve begun browsing the forums to start planning out my weekend. As I did so, a topic caught my eye entitled, “Nerds and Male Privilege.” It linked to an article on Kotaku entitled the name of the thread, and so I gave it a read. It was an interesting read, and I agree with a lot of the points the author made, but I wanted to chime in with my own opinions since they address what I think permeates a lot of the comments on both the ACen thread and the article on Kotaku, and it’s this strange assumption that men don’t really suffer from hyper-sexualization of their gender.

I thought that we’ve made progress as a society towards gender equality, but it looks like I’m wrong. I understand that the geek community is but a facet of society, but as it grows, it’s hard not to see where this generation is headed – hyper-sexualization of both men and women.

I’m not trying to downplay the hyper-sexualization of women, whom have it far worse than men do currently. I just want to expose that while women are on the short end of the stick, they’re also facilitating the very society that oppress them, and that men need to be treated differently, too.

I want to be clear, here: I am NOT downplaying the oppression of women and the disgusting superiority of men.

I guess my main point is that men and women need to reevaluate how they perceive each other, especially in the gaming world. A little more simply put: the hyper-sexualization of men facilitates the hyper-sexualization of women.

Let’s start with a quick example when it comes to hyper-sexualization. The article on Kotaku talks about Batman: Arkham City, and quickly shows three prominent male characters, then shows three female characters. Obviously, the females are hyper-sexualized in their costumes, but let’s take a moment to look at the men, specifically Batman, the protagonist. Look at how good he looks. Look at how badass he looks. Your typical argument against that is, “That’s not nearly as hyper-sexualized as women. It’s seen as positive hyper-sexualization.”

Is it, though? If women are saying that this isn’t bad, they’re essentially saying that there’s no standard for good looking men. But there are. Men are becoming just as conscious about themselves as women are when it comes to looking good. Batman is hyper-sexualized in the sense that it portrays men with power and muscle. They can’t be looking goofy and fun – they need to look serious and dedicated to what they do.

Have you ever seen a really badass male that isn’t smiling and fun-loving most of the time? Obviously, there are those gems, just like there are gems containing non-hyper-sexualized women. This is one of the points that I think the author of the Kotaku article really falls short. He catches these kinds of reactions, completely excluding some really valid points it has – for example, how this hyper-sexualization might make homosexual males feel uncomfortable because of how homosexuals are portrayed in a sarcastic and goofy light most of the time, but soon grow to be more serious because that’s what men should rise to be.

If that doesn’t make sense, think about it this way – in high school (even college), you’ve got a lot of guys who rise to fit what society deems to be a good teen male (muscular, likes to party, confrontational), and you’ve got the girls who are attracted to them and not the ‘nerds’ because they’re not the norm. Mothers tell their sons that they can’t show weakness, and in the business world money (power) is heard more than a logical voice.

There was a comment made by a guy saying it disturbs him when people complain about sexist comments, and the retort made by a female said that she can’t enjoy playing games (like he does) because of the sexist comments. He said to ignore them, and she said ignoring them isn’t the right option, and that he isn’t the one receiving those comments. There’s a kernel of truth in there – don’t ignore issues that need to be brought up, but saying that he isn’t receiving any kind of abuse, I think, is wrong. It’s very true that women are receiving a lot of shit, and that when they think they’re being hyper-sexualized that their opinion is turned down, but here’s what’s false – men aren’t completely benefiting from hyper-sexualization.

In fact, men complaining is a sign of weakness. They should, “man up,” and just take it according to our patriarchal society. So why would they complain when they think men are being portrayed wrong? When something comes up, they’re supposed to ignore it, just like that commenter said as a response, and force themselves to think they’re being portrayed positively.

Do you see the problem?

Men are portrayed positively, but it has a negative impact on them, and this facilitates the negative treatment of women.

Patriarchy has changed into a lethal double-edged sword that cuts men deep, women more deeply, but it takes a cold, hard stab at gender equality, giving men an impression of power and privileges that they’re afraid of losing because they won’t be the standard man. It emotionally cripples men, and strips women of power. Obviously, women are still getting the short end of the stick, but the point here is that men are suffering, too, but they’re not taught that they’re suffering and so internalize a false state of mind where they think they’re fine, but they’re not.

I want more clothes on women, too, but before that happens, we need to take the muscle out of men and grant them their emotions. Once we end the hyper-sexualization of men, we can tackle the hyper-sexualization of women, and maybe, just maybe, achieve gender equality.

Just sayin’.

Why Super Mario 3D Land has the perfect difficulty scale


My girlfriend recently started playing Super Mario Advance 4, and as I watched her play I noticed something – she was having a much harder time playing Super Mario Bros. 3 (which is what Super Mario Advance 4 contains) than Super Mario 3D Land (SM3DL), a game I had suggested to her a while back. I began to wonder to myself why she was having such a hard time with Super Mario Bros. 3, when a thought came to me – Super Mario Bros. 3 has a high learning curve.

To the gamers out there who played the Super Mario Bros. franchise, this may seem a little off. I myself remember Super Mario Bros. 3 to be extremely easy – maybe a little long for my younger self, but definitely not difficult, and when I played it as Super Mario Advance 4 it was even easier. So why, I thought to myself, did Super Mario Bros. 3 have a high learning curve?

I thought back to Super Mario 3D Land (SM3DL). She had almost no experience playing, yet has been able to make it to World 5, and I realized why she’s been doing well: SM3DL has the perfect difficulty scale.

Let me explain. If you die 5 times on a single level in SM3DL, you are given a Tanooki Suit with infinite invincibility. This is for those who are having trouble dealing with the enemies and natural hazards in the game. Now, if you die 10 times on a single level, then you’re given a P Wing (I didn’t know this existed until she played the game), which takes you to the end of the level, no questions asked. This includes boss levels, and this can help alleviate a level that requires platforming that is too great for the player.

The Invincible Tanooki Suit

Mario in the invincible tanooki suit.

This may seem like a cop-out, but keep reading. At a certain point, levels start becoming blocked off unless you have a certain number of special coins. You can collect 3 special coins per level, and you must collect them without dying to obtain them.

When I was playing, I thought to myself, “this is stupid. Why would they impose these limits on players? It’s busy work.” But as I watched my girlfriend play, it dawned on me – they’re to stop the really bad players from breezing through the game with the super-powerful items. They’re forced to go through those levels that they may have used the P Wing for and get those coins, otherwise they won’t be able to progress at all, and hopefully, by the time they’re forced to collect those coins, they’ve improved to the point where they use those items a little less. It forces improvement while still allowing them to progress slowly so they don’t stop playing in frustration.

And for players like myself, the coins serve as a way to increase the difficulty. The game was easy, but collecting the coins in every level was difficult, and doing the same thing in the Special Worlds made it that much more difficult, so the game gave a satisfying sense of challenge, so besides catering to the casuals, it caters to the hardcore, creating the perfect difficulty scale. It can be as difficult as you, the player, make it to be.

Just sayin’.