Categories
Books Light Novels Reviews

Rokka: Braves of the Six Flowers vol 1 Light Novel Review

“Seven heroes gather to save the world – but the legends spoke of only six.”

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This first book in the Rokka series is a compelling mystery in a fantasy setting which I found captivating to a “can’t put it down” extent. Adlet is a great point of view character, and his companions are a nicely diverse bunch with backgrounds and agendas that conflict in ways to keep the reader guessing. One character in particular (who I’ll avoid naming or discussing in detail due to spoilers) had an unexpected and layered backstory that added significant depth and tension to the unfolding story.

Adlet and the other potential heroes are confined in a dangerous situation with reason to distrust each other, and that simple core concept is built upon beautifully to sustain the story right until the end. There are numerous surprising yet well developed twists intermixed with legitimate hints, and the inability of the reader to tell which was which created a wonderful level of suspense throughout. It was hard to guess exactly where things would go because several potential resolutions made sense, which is a wonderful thing for a mystery to achieve. While certain things could have used more explanation, the way the story played out was excellent overall. I’m not sure how I feel about the developments in the epilogue and what it means for the next book, but there is potential there so we’ll see how it goes.

Unlike other recent light novels published over here by Yen On that have frustrated me with the style and translation (I’m looking at you, Re: Zero), the writing in this one was fantastic. It flowed extremely well and enhanced the increasing sense of danger and suspense as events escalated.

I came into this intrigued by the premise and found something even better than I expected that’s easily among my favorites of all the light novels I’ve read. I hope the series can maintain the momentum built from this strong start.

Categories
Japan Reviews Wrestling

Match Review: Jumonji Sisters vs Best Friends 12/27/15 (DVD)

I’ve finally gotten the DVD containing one of the very best matches I’ve ever seen live, and am excited to revisit it and do a review of here. The entire event (JWP Climax 12/27/15) was quite good, but I’d like to focus on just the tag title match for this entry (both as a spotlight and because I intend to due full play-by-play).

 

JWP Tag Title Match: Jumonji Sisters (c) (Dash Chisako and Sendai Sachiko) vs Best Friends (Tsukasa Fujimoto and Arisa Nakajima) ****3/4

 

 

 

This was tied for my favorite match of the eighty-four I saw the first time I went to Japan, so as mentioned I’ve really been looking forward to rewatching it.

Handshakes all around. Arisa and Dash start. Knuckle-lock tie up, Dash kicks out of it and grabs a headlock which Arisa reverses into a waistlock, then a front facelock. Dash tries to twist out but Arisa keep hold of the arm and arm drags Dash down into a headlock on the mat, but the latter gets a headscissors. Arisa kips out and we have a stalemate. Smooth counter wrestling sequence from two pros and we’re off to a great start.

Collar and elbow this time, mutually broken after some jockeying, Dash emphatically swings at Arisa with a clothesline attempt which is ducked, and Tsukka comes in with a kick to Dash to give her team the advantage. I always find it interesting in Joshi tag matches that partners come in regularly for double teams unbothered by the ref but when actual tags happen people generally just switch and head right out to the apron. Almost the opposite of what’s expected over here.

Dash sent to the ropes and caught with a double dropkick, but she flips to counter the following double arm ringer and drags both opponents over, setting up stereo shotgun dropkicks as Sachiko comes in to help out.

Rapid fire offense from the champs on Arisa: Dash whips Arisa into the ropes and drops down, Sachiko kick off the rebound, Dash knee to the face, Sachiko faceplant, Dash basement dropkick. The Jumonis are so quick and fluid with this type of offense it’s an absolute joy to watch.

Dash nails on last kick to Arisa’s face before tagging out. Then Sachiko hits one and sends Arisa into the corner. As fast as Dash left the ring she’s back in for the double team, and is alley-ooped by Sachiko into a beautiful shotgun dropkick in the corner. Tsukka’s knocked off the apron by Dash as Sachiko hits a bridging suplex on Arisa for 2.

 

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An angry Tsukka comes in to kick away at Sachiko, but the latter ducks ducks a clothesline and Tsukka eats a Dash forearm and rolls right back out of the ring. Scoop slam on Arisa by Sachiko and Dash just stands on her for a bit. Awesome way for the confident champs to both taunt and damage the challenger at the same time.  Sachiko gets her own partner in suplex position and slams Dash down on Arisa facebuster style. Dash walks over Arisa again and then Sachiko hits a gorgeous summersault senton off the ropes for 2.

Sachiko up top with a shotgun missile dropkick for 2.  I didn’t remember Arisa taking this much of a beating so early on. Sachiko hits the ropes and Tsukka with a cheapshot kick to the back to give her partner a chance to nail a couple of kicks and tag out, which brings Tsukka in officially for the first time. She goes up to the top turnbuckle and hits her own missile dropkick, knocking Sachiko back into the far corner which allows Tsukka to follow up with her running seated dropkick. Tsukka looks for a suplex, but Dash is in to break it up and the Jumonji’s whip Tsukka into the ropes, but she catches them both with a dropkick on the rebound (nicely landing one foot on each opponent, even if the shot was glancing on Dash).

Trio of hard kicks to a seated Sachiko’s back by Tsukka, then she hits the ropes for one to the chest but Sachiko ducks and rolls her up for 2. Savate kick to Tsukka’s face then Sachiko hoists her up for a suplex, but Tsukka adjusts midair to escape, lands on her feet, returns Sachiko to a seated position with some kicks, then hits the ropes and nails the kick to the chest afterall for 2.

Tsukka back to the top, but Dash delays her from the apron and Sachiko uses the second rope for a sweet handstand headscissors to bring Tsukka back into the ring. Knucklelock Northern Lights suplex with a bridge gets 2.

Tag to Dash, who goes up and hits a missile dropkick sending Tsukka into the far corner. Sachiko whips Dash at Tsukka, but Tsukka ducks Dash’s clothesline, then ducks one by Sachiko, then turns and throws one at Sachiko (which is ducked), and ducks another by Dash. But she turns right into a double dropkick by the champs and is back in the corner. Sachiko goes outside and Dash rebounds off the far corner super quick to hit a shotgun dropkick on the seated Tsukka.  The counters and strikes are coming so fast it’s taking me a paragraph to describe ten seconds of action.

 

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Dash pulls Tsukka up and climbs to the second rope with Tsukka trapped between her and the corner and hits a rope assisted shotgun dropkick to Tsukka’s chest for 2. Back up for a double stomp but Tsukka rolls out of the way and Arisa attacks, but Dash ducks the clothesline attempt and sends Arisa crashing into Tsukka. Sachiko in and the champs each hit a running forearm on their double stacked opponents in the corner.

Arisa whipped to the far corner, but dumps a charging Sachiko to the apron as Tsukka kicks Dash to take over. Tsukka and Dash fight for a suplex as Arisa jumps down to the outside from the top rope, grabbing Sachiko in a DDT on the ring apron on the way down (ouch!!). Tsukka fights off the suplex, ducks a clothesline, hits the ropes, then hits her wheelbarrow rollup into a seated chest kick. Arisa comes in and they hit a double kick on Dash for 2. Arisa up top, now tagged in officially, and a connects with a missile shotgun dropkick.

 

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Dash fights off a waistlock with back elbows, but Arisa knees her into the corner in response to keep the challengers in full control. Whip to the far corner, charging knee strike, Dash drops to seated position and Arisa lays in more knee strikes, then breaks off to knock Sachiko down and Tsukka comes in for a running dropkick to the still seated Dash. Another running knee strike by Arisa follows, then she rolls Dash to the center of the ring and as the latter stands up Arisa and Tsukka go up in adjacent corners for a double missile dropkick. Gets 2.

Full nelson by Arisa (presumably for a dragon suplex). Dash powers out and eats a forearm for her trouble.  She throws a clothesline in response, but Arisa ducks and   finally nails a snap German and then holds on for two more. Dash tries to block the fourth so Arisa just headbutts her in the back of her head and hits a deadlift version with a bridge. Sachiko saves at 2. Arisa signals for the dragon to end it, but in a beautiful bit of teamwork Dash calls for her partner to superkick at her and ducks at the last second so Arisa eats the shot. Dash hits the ropes and lands a diamond cutter, Sachiko with a basement dropkick that sends Arisa into the ropes, Dash with one against the ropes, then drags Arisa out to the center for a 2 count. Again, all the rapid fire double teaming the champs do is just so smooth.

Dash kicks at the downed Arisa but the latter avoids it and gets up, then the two trade yakuza kicks to the face. Unreal. Arisa hits the ropes and runs into Dash basement dropkick to make her faceplant (the crowd felt that one), then another right to Arisa’s face as she tries to get up. Gets 2. Tag to Sachiko. She hits a shotgun dropkick followed by a backdrop suplex, then another of her swank summersault sentons for 2.

Dash in and whips Arisa into Sachiko (who’s seated on the turnbuckles in a corner). She catches Arisa with a boot, tornado DDT, Arisa rolls up after the hit towards the far corner and Dash is waiting with a missile dropkick, which knocks Arisa back into a Sachiko German with a bridge for 2. They knocked Arisa back and forth like a ping pong ball in that sequence, which was incredible.

 

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Dash up top with Sachiko preparing to climb the same corner for their sequential frogsplash finish, but Arisa gets the boots up as Dash comes down (man that looked brutal) and Tsukka attacks Sachiko to hang her up in the ropes. Arisa climbs and nails Sachiko with a double stomp to the midsection to bring her down hard. Arisa up again, and another double stomp to the prone Sachiko gets 2.  Arisa drags her out to the center of the ring. Sachiko tries to fight back but a hard forearm ends that and Arisa hits a release German suplex, then Tsukka joins in for another double kick for 2. Arisa up top again but Dash intercepts, goes all the way up with her and lands a diamond cutter off the top!

 

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Arisa’s in major trouble. As Sachiko hits a beautiful release German of her own, Dash is already in position in the corner and nails an immediate frog splash. Sachiko goes up for hers, also nails it, and Arisa looks dead. 1, 2, and at the very last second Tsukka DIVES from out of sight on the floor outside the ring through the ropes and gets by Dash to save the match. Phenomenal sequence from the champs (and Arisa), and flawless timing for maximum drama from Tsukka on the save.

 

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Sachiko looking for another German. Arisa claws at the ropes and reverses into a waistlock of her own when Sachiko pulls her away, but the champs counter again as this time Dash charges at her own partner and Sachiko ducks in the nick of time for Arisa to eat the kick to the face. The precision of all four competitors is unbelievable. Superkick from Sachiko to follow up but Arisa’s still standing. Sachiko hits the ropes … and runs right into a bridging Cutie Special for 2. Arisa with a series of knee strikes to the face to continue momentum as Tsukka and Dash tie each other up in the corner.

German attempt which Sachiko tries to roll forward to counter. Tsukka hits the sliding kick through Arisa legs to Sachiko’s face to seemingly set up the completion of the German (I so adore that spot), but as Arisa lifts Sachiko back up Dash comes out of nowhere to land a dropkick to Arisa’s back sending her forward and Sachiko rolls her up for 2.999. They were both struggling like mad during that cover and the audience erupted for the kickout as that was totally buyable as the finish.

Sachiko just waylays Arisa with a trio of superkicks to the face as the latter tries to stand, then follows with a German suplex with a bride for 2. Arisa’s suffering a lot at the hands of one of her own signature moves this match. Dash in and the champs go for an assisted Shiranui, but Tsukka dropkicks Sachiko as she tries to boost Dash and Arisa uses the opportunity to hit a release German on Dash that sends her rolling out of the ring. Tsukka with an enzugiri on Sachiko followed by a FLURRY of forearms by Arisa. Sachiko ducks the big one, but Arisa spins around and nails it anyway for a close 2.

Sachiko struggles to her feet and tries to create some distance between her and Arisa, but she stumbles towards the corner and Tsukka’s waiting to scramble up the ropes and hit the Venus Shoot, which knocks Sachiko back into a picture perfect bridging German by Arisa. 1, 2, 3 and new champs.

 

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Just a phenomenal match from start to finish by four masters of the craft. It kept going back and forth in glorious and captivating fashion. In addition to feeling incredibly lucky to have seen this live in general, it was privilege to see Sachiko wrestle before her retirement shortly after this match.

I wrote the following about it live, at I totally feel the same on the rewatch: “They threw everything they could at each other for fifteen action packed minutes, including a variety of innovative and impressive double teams. This was exactly the fantastically worked, logical, and wowing spectacle I wanted, ending in a huge title change to boot.”

Categories
Board Games Reviews

Castles of Mad King Ludwig Board Game Review (First Impressions)

With all the comparisons made to Suburbia (which was great) and pieces somewhat reminiscent of Princes of Florence (which is my favorite game of all time) Castles of Mad King Ludwig certainly piqued my interest, and I had been looking forward to trying it out.

 

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Castles of Mad King Ludwig takes various mechanics I’ve seen in other games (the tile selection method, bonuses for taking pieces that have been available longer, etc) and combines them all with a nice layer of spacial gameplay by utilizing different shapes and sizes of tiles/rooms that players need to fit together. Add in different types of rooms with specific rewards and various scoring options and bonuses and there’s a great deal of depth apparent right from the outset.

It all comes together well and my general impression of the game is quite good. I like the idea and implementation, and it’s extremely well designed in the way rooms of different size and shape can interact.

 

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But I have to admit as good as it is I’m not sure it’s as good as I expected. Given the extra layers the different shaped buildings add and a couple of other mechanical differences I feel like I should prefer it to Suburbia, but I don’t think I do. In Suburbia what opponents build can have a scoring effect on your area, and even that small amount of additional interaction has a large effect on the dynamics of the game.

Beyond comparisons to other games though the biggest drawback of this one was the feeling that my castle was just really getting interesting as game ended. I’m sure it’s specifically balanced but the amount of rooms I could build feels low and my initial impression was I wanted the opportunity to do more. Since the number of rooms available is determined by the player count I don’t see this changing in future plays, it’s just something that I’d have to get used to.

 

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Overall Castles of Mad King Ludwig is solid though. It’s unique in presentation and the spacial elements associated with the different room sizes and types add a nice dimension to the gameplay.  My initial impression is there’s perhaps a little too much variety in the rooms for the set collection / chaining powers aspects, but obviously one play’s not enough to determine that definitively.

So I enjoyed Castles of Mad King Ludwig but I’m not sure I’m completely sold on it. I’d like to try again to see if it feels as abrupt the second time, and/or see how it scales with more players.

Categories
Manga Reviews

Erased Volume 1 Review

In addition to being plagued by half remembered trauma from his childhood, twenty nine year old Satoru Fujinuma, randomly suffers from a strange phenomenon that further complicates his attempts at living a quiet life. Both aspects are about to get worse…

 

 

Let’s get this out of the way: here’s yet another manga where I’m going to suggest avoiding reading the publisher provided summary if at all possible. It’s worse than normal here, as they literally spoil the last page of the first volume (as well as other major surprises).

Another publication related annoyance is that there is no distinction being made between hardcover “volume 1” and kindle “volume 1,” where the former is actually an omnibus of volumes 1 and 2 and thus twice the length of the kindle edition. Yes, Amazon is largely at fault for combining the editions on the sale page, but the publisher does the same on their web page and creates confusion by not using different covers and titles for the two different versions. I am reviewing the kindle edition here, so the actual first volume (chapters 1-6) and not “hardcover volume 1” (volumes 1 & 2 as originally published, chapters 1-12).

With all of that addressed, Erased is a fantastic manga off to a thoroughly gripping start. One volume in and there are already several intertwined, compelling mysteries to unravel. The main character has a difficult past hanging over his head and an inexplicable, uncontrollable power that are fantastic hooks to build Erased’s gradual, tense narrative. There’s already a lot to think about and unpack, which is great.

The previously mentioned ending of chapter 6 provides a huge cliffhanger that presumably sets up the course of the story for the majority of the series. The mysteries and suspense surrounding Satoru’s story are captivating and I’m beyond intrigued to see where it all goes from here.

 

Categories
Manga Reviews

Clockwork Planet Volumes 1 & 2 Review

Social outcast and eccentric tinkerer Naoto’s life is upended when an advanced female automation is literally dropped on top of him. But that’s not the only complication awaiting the youngster, as in a literal world of gears Naoto’s hobby might make him useful in dealing with unexpected disasters.

 

 

I’ve heard a lot of mixed reactions to Clockwork Planet, and as such was pleasantly surprised at how much I enjoyed it. There are some awkward aspects and trappings of standard master/android servant tropes, but the plot specifics and Ryuzu’s attitude and bluntness helps elevate this above them.

The core four characters introduced so far are nicely diverse bunch with their own areas of expertise and weakness that make them all intriguing. Their complimentary yet contrasting natures are a great foundation for the story. I particularly like the undercurrent theme of free will around Ryuzu and her interactions with Marie regarding Naoto. Add in great, detailed art and interesting background plots and schemes and there’s a lot of potential to expand on the momentum these two volumes have built.

One side point to mention. The back cover text kind of conveys the gist of the premise but misrepresents several aspects. I won’t go into detail to avoid spoilers, but from what’s presented in the first volume the text is quite inaccurate.

Impressive start overall for Clockwork Planet and I definitely want to read more.

Categories
Books Light Novels Reviews

Re: Zero vol 1 Light Novel Review

Unmotivated nobody Subaru Natsuki has somehow stumbled into another world. “Prepared” in a sense for this unexpected occurrence by a lifetime of anime, he prepares to explore the fantasy world he’s entered and any dangers it holds while wondering if he’s gained any special powers. If he has, it may not be as useful as he hopes.

 

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I’ve hardly been so simultaneously interested and annoyed as when reading this light novel. The concept is decent, there are good action moments, and SOME of the humor works…

..but a lot of the humor is overdone and/or unfunny, the main character is generally unlikable, and the writing style is atrocious. The attempts at self depreciation, such as Subaru repeatedly commenting how he’s a disaffected youth “poisoned by anime,” is more odd and off putting than amusing.  He’s also pretty dense and it all combines to make him someone to be tolerated rather than interested in.

In the writing there’s constant redundancy of describing everything from Subaru’s point of view then summarizing the same thing again in dialog or his thoughts that’s clunky and unneeded. On top of that issue is extremely awkward phrasing that made the book a chore to get through. Whether the primary cause overall was the original text or the translation is unclear (and it’s likely to be a bit of both).

But there are obvious instances of poor translation. For example, there is an exchange joking about two characters’ ages prompted by the line “Well, it’s been a long time since anyone’s called me a girl.” Except no one did. The proceeding line is “She looks really used to fighting, despite her being a woman.” While I was able to follow the idea regardless and it may seem like a small error, using “woman” instead of “girl” there is clearly an inconsistency and there are similar things throughout the book. Writing that repeatedly draws attention to itself in such a way significantly hampers immersion. 

Capping it all off is an approach that’s the epitome of telling instead of showing (this of course likely stems from the source text). Expectation versus reality is conveyed by endless exposition, with characters’ feelings being stated and described instead of felt. Not only does this tend to flatten the emotional impact of the story, over describing insignificant things takes away from the key moments when the extensive detail is appropriate (and as I mentioned earlier there are a few such moments that are very well done).

The pacing of the book is also hampered a bit by the production. If you somehow manage to avoid the spoiler on the back cover (which I had) about something that’s not really explained until a third to halfway through the book, it’s spoiled anyway in the color pages under the character descriptions. Since those descriptions came from the original publication perhaps it was never meant to be much of a secret, but knowing more than is explicitly revealed in the book itself for so long was another aspect contributing to make reading long sections specifically building up to that realization boring.

 

It’s a shame really, as again the core premise is intriguing. The way the author acknowledges and plays with genre conventions has great potential if refined/reigned in a bit, and the cast is a reasonably interesting collection of mysterious misfits. There are some plot issues that really should have been addressed in this book, but signs do point towards them coming up in the future. The epilogue reveals more about the story than the entire proceeding book, which is another pacing problem but admittedly provides a strong hook for the next one.

Overall I wanted to like this a lot more than I actually did. I’m curious about what happens to Subaru and company going forward but can’t see forcing myself to read more. I might try to switch to the anime at some point and see if the storytelling and style feel more natural in that.

 

 

Categories
Manga Reviews

Flying Witch Volume 1 Review

I appreciate it when the back cover copy does a great job of summarizing a manga without major spoilers, so I’m going to quote Flying Witch’s here:

“Makoto Kowata, a novice witch, packs up her belongings (including her black cat familiar) and moves in with her distant cousins in rural Aomori Prefecture, in the far north reaches of Japan, to complete her training and become a full-fledged witch.”

 

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The atmosphere of Flying witch strikes me as Someday’s Dreamers meets Yotsuba. It’s an easy going, character centric slice of life story in a world where magic exists and is generally acknowledged (if still somewhat uncommon). It’s a wonderful premise for a light, everyday story to explore.

Flying Witch reasonably successful to that end. I did find this on slow side even for slice of life, but it works overall. The characters aren’t deep yet, but they are diverse and developed enough to start with to be engaging as the status quo is established.

The art style is solid and suitable, although there’s a strange mix of really detailed backgrounds and sparse/no backgrounds in certain panels and close ups. It’s not a huge deal, but the contrast does stick out a bit.

Overall I liked this, and just enough of Makoto and her world are shown here to make me interested in reading more. This volume ends on a high note too, with a fun character introduction that gives a glimpse of a good deal of potential going forward.

 

 

Categories
Manga Reviews

Clay Lord Manga Review

Clay is a young Golem molder who decides to test his meager skills by entering contest with a prestigious prize. But there’s more to Clay and his companions than first appears, and Clay’s skills could draw the wrong kind of attention.

 

I’ll be sharing thoughts on the entire series (volumes 1-3) as a whole here, so will keep it as spoiler free as possible.

 

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Clay Lord is a fun little manga with a good premise and likable characters that elevate it beyond the standard tropes it employs. Clay and his companions are engaging, and get a fair amount of development in the limited time they have.

The small scope is perhaps the series biggest weakness. There was definitely room for a couple more side stories to flesh out the world and characters more as well as allowing the major plot points room to breathe and thus achieve greater impact. This really could have, and probably should have, been at least a couple volumes longer.

That said while the general plot was pretty straightforward (within the trappings of the fantasy world) it was told extremely well with a lot of emotion packed into the short length and several key reveals that continually increased the emotional jeopardy of our lead. The focus is very tightly centered on Clay throughout to the story’s benefit, but the supporting characters were also well defined and important. It’s also a complete story, with major plot points being appropriately tied up and addressed by the end, which is always appreciated.

Overall Clay Lord is a solid, enjoyable series that could have been even better with more to it but also could have been worse in less capable hands.

 

Categories
Japan Reviews Wrestling

NJPW Wrestle Kingdom 11 Live Thoughts

January 4, 2017 in Tokyo, Japan

During my first trip to Japan I had to travel back during Wrestle Kingdom, so I was extremely excited to actually be able to attend this year. While I generally prefer shows where I can get reasonably close to the ring and really enjoy the benefits of being there live, stadium shows are unique and different experiences in their own right and attending Japan’s biggest wrestling show of the year (at a venue like the Tokyo Dome no less) was definitely a bucket list item for me.

I was happy to have an opportunity to check it off, and had a great time. The atmosphere was unlike any event I’ve been to before and it was a good show with several great highlights.

 

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That said I have to admit I don’t necessarily feel any need to do it again, despite having a lot of fun and enjoying the show. It’s simply too long and the novelty of being at a 27,000 person show won’t be as strong the second time around. As mentioned I enjoy experiencing the energy of live wrestling much closer to the ring. If I have the chance in the future I think I’d rather try to catch their follow up Korukeun Hall show instead next time around.

I’m not going to try to run down or separate thoughts on all 11 matches and do a full review here. My memory’s simply not up to it, and watching from the very top of the Tokyo Dome seats meant I was getting more general impressions than details at certain points anyway.

The pre-show New Japan Rumble was amusing mostly due to the lineup, ranging from Jushin Thunder Liger to Scott Norton to Billy Gunn to Cheeseburger (seriously…). Michael Elgin is extremely over in NJPW, so having him come in and destroy some guys to win it was a good call.

 

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The undercard was the appropriate mix of styles and stories. I don’t recall anything being actively bad, but to be honest I found both Cody Rhodes debut and the ROH title match flat. Both would have benefitted from having Japanese talent involved, although I do acknowledge I’m in the minority of the audience in that Adam Cole vs Kyle O’Reilly in particular is a match I can (and have) see repeatedly in the states. Still, I don’t think it had the impact intended. I understand the benefit to ROH of changing their title at such a big international event, but as one of eight title matches (and one of six title changes) it got lost in the midcard and fell flat. It was also seemed a rather average outing from the two regular opponents to me.

The midcard in general was good but blended together a bit. Standout moments in my memory are a strong finish to the Young Bucks vs Roppongi Vice match, and being annoyed with Yano’s antics and thus disappointed when his team won the tag team championship.

 

At an event like this the top of the card is always where the strongest matches belong, and NJPW pulled that off in spades. The top four contests were all singles title matches filled with wrestlers the crowd went wild for.

The IWGP Jr. Heavyweight title match between Kushida (c) and Hiromu Takahashi was good but spotty, with way too many dangerous looking head drops for my tastes. The story here was escalation, and I think they overdid it. Both competitors looked a bit loopy at times, and it was hard to enjoy this while more and more afraid for the wrestlers’ safety the longer this went. The rest of the crowd was hot for it though, so your milage may vary.

I felt the three matches that followed walked the line better, building increasing drama without going overbaord (ok, the main gets more of a pass on that for being the main). Katsuyouri Shibata (c) vs Hirooki Goto’s NEVER Openweight title match was a tense, hard hitting affair. I’ve heard some comments that it wasn’t the best match the two have had as opponents, but it was the first time I personally was seeing that pairing and I was impressed.

 

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In what I’m sure will be a largely disputed opinion best of the night honors from me go to the semi-main between Tetsuya Naito (c) and Hiroshi Tanahashi for the IWGP Intercontinental title, who built an amazing back and forth struggle from start to finish.  The tension gradually ramped to build to a perfect crescendo. Naito is in such command of his character now and the little touches he brings to his performances are a joy to see. Tanahashi is as always wrestling’s rock star. Definitive win for Naito too, which was 100% the right call.

So of course if Naito vs Tanahashi is my match of the night then (in my opinion) the main event IWGP Heavyweight title match isn’t the the industry redefining match it’s been described as, and certainly not the greatest match of all time. That’s not to take anything away from Kazuchika Okada (c) and Kenny Omega: it was fantastic. It’s just the hyperbole has been out of control regarding this match. The semi main built more smoothly  in my opinion. Here they had a good first half of a match that felt largely unconnected to the phenomenal second half once they really kicked into gear. Again, still excellent though.

 

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Overall

Great show that was just too long for me to enjoy to the fullest extent live. The top of the card hit it out of the park though and reenergized me, and it’ll be easier to watch on replay (with the ability to watch in pieces) anyway. Easy recommendation on the strength of the top 3 matches alone, which are all well worth going out of your way to see.

Categories
Board Games Reviews

Top Five “New to Me” Games Mid-2017

As in the past, I’d like to look at some of the best games that I’ve tried for the first time (relatively) recently. Things were even tighter than usual among the new gems I’ve discovered in the past six months, and while I did order this based on my feelings at this exact moment it can really be labeled “too close to call” for me among several of these great games.

Ground rules:

  • The only qualification for this list is that I personally played the game for the first time since my late-2016 list.
  • I’ve tried 10+ new games since then, so as usual it was difficult to narrow this down. Honorable Mentions include, but aren’t limited to Deception: Murder in Hong Kong, Mottanai, and The Daedalus Sentence.

 

5. Kabuki

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For a game that’s essentially “memory,” Kabuki is incredibly well designed and addictive. The art design is key, as the mask cards are just different enough to be recognizable and distinct side by side while making it difficult to remember exactly which cards of each color are in each stack. Incredibly easy to learn, and a lot of fun.

Further thoughts here.

 

4. Santorini

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One of the best possible ways to make an excellent abstract is to have simple rules that combine to form deep and compelling gameplay. It is of course easier said than done, and Santorini deserves ample credit for the success it achieves. Add in great theming and production value and special power cards that completely transform the game into something distinctly different but just as compelling and this is definitely a keeper.

Full review.

 

3. Yokohama

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At first glance Yokohama could be a bit overwhelming in terms of the sheer number of components and disparate elements, but it all comes together really well. The basic actions taken each turn are straightforward, but the implications of executing those actions become complex and far reaching. It’s the type of game that could take a few plays to really wrap your head around, but is immediately engaging regardless. This is a game of meaningful choices and immense replayability.

First impression review.

 

2. Ars Alchimia

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Ars Alchimia is the crafting side system of rpg video games turned into a board game in a gloriously fun way. If that sentence alone adequately explains why it’s my #2 on this list definitely check it out immediately.  😉

Of course if more info’s needed, there’s my full review.

 

1. Hanamikoji

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The gorgeous little card game called Hanamikoji takes a simple majority collection core concept and builds it into a deceptively deep game through the use of innovative playing actions. The give and take way in which opponents get to play a few select cards from each others hands is wonderfully done and provides and incredible hook for a fantastic game

Full review.

 

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That’s it for now. Continues to be a great time for gaming, and everything here is well worth at least giving a try.

What are everyone else’s new favorites?