Wednesday, 30 June 2021

Anime Movie Review: One Piece 3D2Y

One Piece: 3D2Y [2014]


(I'll be offline for the forseeable couple of weeks, but I do have a bunch of articles that are basically ready to be posted automatically.)

Okay, this one was... interesting? Released around the time that the Dressrosa arc was hitting the anime, the 15th anniversary 3D2Y is an anime special that ran just shy of two hours, chronicling Luffy's training with Rayleigh... in a way. One of the escapees from Impel Down, Byrnndi World, shows up and acts as a menace, and because of an honestly odd series of coincidences for him to even come to Luffy's radar, Luffy and Hancock head off to fight World and rescue Sandersonia and Marigold. 

And... I don't know. The animation is pretty crisp and nice, I have to admit, particularly the surprise new-animation-style montage of the Marineford War that opens the special. But ultimately it's just pretty... one-note? It's still heads and shoulders better than many of the filler arcs I've seen, granted, but maybe I was just expecting a bit more?

And it's kind of frustrating, because I can see that there's the skeleton of a very good story here. Brynndi World (oh god, the name) is a pirate who feels betrayed when his brother and crewmates abandoned him in the past to be captured by the Marines, and have given up on everything but revenge -- his final act in this movie is quite literally firing off a cannon that would break his crew's precious ship. There are many times where his brother Byojack has a bit of a conversation or two that seems to lead to somewhere; and there are many times where World demands from Luffy if his attempts to save his brother amounted to anything... but ultimately? Ultimately I don't feel like the payoff is quite enough. The confrontation between World and Byojack just sort of trickles off, and the fight with Luffy devolves into a pretty standard "how dare you treat your nakama like that" spiel. And... and there's nothing wrong with the latter, because this is an anime movie, but I really wished that Luffy learning to unleash Armament Haki in this special is tied a bit more tied to the story. Instead, it's just tangentially related to World's story.

And it's a real, real huge shame. Because I actually did feel for Byrnndi World and Byojack's story by the end of these two hours, but the thing is that we've got way too much buildup and hints of their tragic story, and then all we had to show for it is just flashbacks and the actual present-day confrontation feels somewhat muted. 

There is also the somewhat wasted potential of actually showing how Luffy learns Haki beyond just 'rawr me angry RED HAWK!' because the beginning of the special actually does show a bit of Rayleigh's training; putting blindfolds on Luffy to have him learn Observation Haki. I'm not saying that every fight in this special has to have Luffy learn how to use an aspect of Haki, which would feel unrealistically convenient, but I really did expect Luffy to utilize some of the earlier training to give us the glimpse of how he would use Haki post-timeskip. 

Oh, and there's also the obvious 'hey, let's toss in a bunch of popular characters as fanservice'. Hancock is the one that has the biggest role, essentially acting as a deuteragonist with Luffy; but Buggy's crew, Mihawk, Perona and Akainu also show up... but none of them actually interacted with anyone else, which is disappointing. Buggy's scene of slapping Luffy awake doesn't even get registered by Luffy at all, which I found pretty bizarre. Other than that, though, I actually did like Buggy's inclusion here the most, mostly in showing how he 'racked up' achievements as a Shichibukai by capitalizing on the beatdowns made by Luffy and Hancock throughout the story. Otherwise it's actually kind of just Luffy and Hancock taking out every single one of the goons. And... well, some of the action scenes are pretty cool, at least? Even if Hancock fighting Nightin has some of the most eye-rolling 'the anime department really wants to appeal to the teenage boy demographic' shots ever. 

Action-scene wise... Byrnndi is a user of the Moa Moa no Mi (More More Fruit) that allows him to expand either the size or speed of things, but ultimately gets reduced to just Haki-based punchy-punches in the climax. The other goons include Sebastian (a dapper Fishman in a suit who gives us a brief but very entertaining melee fight with Luffy and Hancock), Nightin (the fanservice one, leading to one of the more eye-rolling fights that honestly feels more like a montage of Hancock's character quirks and attacks we've seen before) and Dr. Eggman Gairam (who uses the Kyubu Kyubu no Mi/Cube Cube Fruit for the requisite CGI scenes).

Still, ultimately, other than some flubs aside, I actually did think that this is a pretty fun standalone adventure. It's just kind of a shame that the cast is kind of limited and I think they could've done a lot more with Brynndi World's actually interesting character, but at least it's got some pretty animation. 

Friday, 25 June 2021

Kamen Rider Saber E39-40 Review: Solomon's God Complex

Kamen Rider Saber, Episodes 39-40:


Another pair of episodes of Kamen Rider Saber as we get closer to the end of the series.

Episode 39: Swordsmen, Follow the Path You Believe In!
Last episode, we had the debut of Xross Saber, Touma's (main) final form. Oh, and Tassel's back, because... he put his body back together? You know, on paper I do like the idea of a 'meta' character that commentates on stuff and then later gets actually involved with the story, but other than talking with Yuri a bit, and showing up in the backstory segments, Tassel hasn't really been an actual presence on this show. I mean, sure, the actor tries his best and he shows up every episode, but ultimately I felt like with so many characters on the show, it's hard for me to care for many of the secondary characters in the show, and Tassel really doesn't give me much motivation to really care for him. Also, Luna has apparently reformed/returned/something-something in Wonder World, so Master Logos decides to do yet another evil plan. 

But first, our heroes re-recruit Kento back into the fold. They last did this weird ore wa Huckleberry Finn skit, and this time it's a skit on the classic tale of Momotaro. I really don't find the whole sequence as funny as they probably thought it would be, but it's appropriately dorky for pre-emo Kento and Touma. It's neat to actually spend a scene to acknowledge this, which is the exact breathing space that this rather oddly-paced show really needs. 

Meanwhile, the Shindai siblings show up and confront Master Logos in Southern Base, and it does lead to one of the better fight scenes in these past couple of episodes since it actually features Durendal and Sabela using their unique powers to try and get their hand over Solomon's sheer power. It's a lot more interesting than just CGI effects being vaguely lobbed at each other, y'know? It's pretty short, and ultimately Durendal uses his time-stop powers to essentially distract Master Logos while Sabela turns into smoke and steal the remaining plot devices. Which, uh, I guess our heroes never got back? I think I would be more invested with this if the show actually took time to actually show off where the plot devices are. The siblings basically show up in the bookstore, and while Durendal collapses from his wounds, he returns the plot devices to our heroes and acts all tsundere about returning the debt. 

While all of this is going on, we get a minor B-plot about Kento meeting up with Ren. We get a conversation that honestly feels more like an afterthought, and Ren still goes off on his own until he 'finds the answer'. And... and I really want to care about Ren. I really do. But every single time he appears in an episode it's for like, maybe one or two scenes and every single one of those are just a rehash of the same "I think strength is the answer!" "Shit, strength is not the answer, but what is?" argument... it's hard for me to really get invested in him. Honestly I'm more interested in what Desast's game in all this is. 

Touma and Rintaro face off against Master Logos and discover that Storious is working with Logos. Did they not know this? Did no one ever figure out that Logos is working with the Meggido? Didn't Reika figure this out? Oh well, we lead into an actually pretty hilarious segment where Master Logos gives a pretty perfect delivery of him seemingly about to launch into a sob origin story... before ranting about how he has no sob story or a reason, was bored, and was pissed that his clan squandered the opportunity to be gods. Nice and straightforward, I appreciate this.

Logos also gives the revelation that Touma is doomed because Luna 'chose' Touma 15 years ago, and he delayed Touma's death so many years ago with his plotting? Or something? Okay, then. We get a fight, and Storious actually participates by creating the Charybdis Meggido out of books. We get a huge battle between the four of them with lots of explosions and stuff, but it's kind of unengaging if we're being honest. Rintaro uses his Tategami form to freeze-kick the Charybdis minion to death, while Xross Saber does a 'three volume' combo and accesses yet another powered-up form and beat down Solomon. Rintaro gets a particularly fun line mocking Master Logos as 'another Homo sapiens', perhaps the best usage of Rintaro's running gag. 

I feel like I talked a lot about this episode, but if we're being honest it's basically just Touma and Master Logos clashing once more as a bit of a buffer between the big events happening in 38 and 40. And... and I really felt like they could've done more. There were some neat lines, and there's the development of the Shindai siblings into becoming essentially real allies with our heroes, but there's also the fact that the Shindai siblings and Ren were barely in this episode. I don't know. I really just felt like they could've restructured this one into something more interesting. 
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Episode 40: Shining Friendship, the Three Swordsmen
Oh, right, the Luna/Tassel Wonder World storyline. Following up on the barely-developed plot point from 39 that Luna is wondering the Wonder World, we get Tassel narrating that he's running around looking for her. Meanwhile Master Logos is continuing to monologue and is getting more unhinged, referring to himself as 'god'. It's honestly so obvious in these episodes that Storious is just stringing Master Logos around in the background that it's kind of funny. 

This is essentially Master Logos's swan song, and the episode is actually well-structured, unlike the previous one. Granted, it also has Master Logos show off some last-minute powers, but at least it's thematic? We start off with the Shindai siblings again, but Logos uses his new powers to turn Ryoga into his puppet, and force Durendal to fight against Sabela. Sabela uses her smoke powers to somehow contact Northern Base, which causes the good guys to split up -- Buster and Slash go to help out Sabela, while the rest of the gang go off to stop Master Logos from getting Luna in the Wonder World. 

...which involves Master Logos stretching his hand like Mr. Fantastic through dimensions to grab Luna, which is at least a fun visual. Apparently they ran out of CGI sky-whales and dragons, because if not for the slightly-blurry filter, I wouldn't even really know that Wonder World is, y'know, Wonder World, so it's nice that something weird actually happens there. 

The main character trio show up to face off against Kamen Rider Solomon in the real world, while Yuri dual-wields the light and darkness blades to stop Solomon's hand in Wonder World. I mean, it really happens so quickly that I wonder why they even needed to show us the team sending Yuri off on his own to the Wonder World dimension, but eh. Solomon uses his vague puppeteer powers to gain control of Yuri, and dual-wields the swords of light and darkness. He can't use it on Touma because of Main Protagonist Powers, but he forces Rintaro and Kento to be his minions. The action scene is reasonably long and takes up much of the episode, but I did like that we had a dedicated scene for Solomon vs the three riders, and then Touma fighting his buddies, and finally later on the three of them working together against Solomon. 

Because they break free with their willpower and the power of friendship, because of course they do? It's... it's pretty basic, but since we're 40 episodes into this show and they've been doing a rather decent job at making the main trio feel like a bunch of buddies, I kind of buy it. It's just that I've seen this exact same plot point be done, and be done better even in Kamen Rider shows. Kento and Rintaro both get pretty good speeches but they both resist, and Yuri also resists to help them out. Touma takes Kento and Rintaro's primary transforming books and unlocks yet another new ultimate final form, which is called... Collaborative Three-Volume Xross Saber or something? If you can't tell, I really am kind of burnt out on them having a brand new final form practically every episode. The action scene of Kento and Rintaro untransformed but fighting alongside Touma is cool, especially Kento! He summons Aladdin's magic carpet and flies around and shit. They beat the hell out of Master Logos and set him and his transformation book on fire, which seems to be the end for Logos. 

Oh, all of this is inter-spliced with Tassel talking to Luna. Tassel is friendly and all, but he basically gives a bunch of exposition, giving Luna the choice to essentially bring her 'chosen one', Touma, into the Wonder World. Because Luna is apparently the living embodiment of Wonder World. Okay, that's... that's kind of neat? And makes sense with all the cryptic stuff being said about Luna by Tassel, Logos and Sofia. It's just that... if we're being honest, the show really doesn't do a particularly good job at making me care about this particular plot point. Again, it's nice that it's being developed and that there's this story going on in the background. Luna notes that she doesn't want to separate Touma from his friends, which ties in pretty well with the plotline of Rintaro and Kento breaking free from Master Logos's control. 

The Shindai siblings' subplot goes pretty much as you expect it to. Ryoga demands that everyone try to cut him down because he doesn't want to kill his sister, while Reika panics and refuses to kill her own brother. Buster and Slash show up, but they can't actually hold Ryoga down, but around the time that the emotional climax of the Yuri/Kento/Rintaro speeches happen, Ryoga also stops himself from slashing his own sister. I mostly make fun of the Shindai siblings for the weird brother-complex thing, but this was a neatly-delivered B-plot in this episode if nothing else. 

We don't really get a solid conclusion to the Tassel/Luna bit, but all the good guys have their friendships restored. We get a cute re-enactment of the credits scene with Touma, Kento and Rintaro crossing their swords together, and Mei uses a piece of wood to join in, that's fucking adorable. Meanwhile, the final scene in this episode has Master Logos crawl into some tunnel and the pieces of the Omni-Force book reforms while he's doing this insane laughing-crying bit... and then Storious shows up, disintegrates Logos while he's ranting and demanding that Storious kneel... and then Storious steps out with a brand new outfit and some killer lipstick, essentially cementing himself as the final villain of the show. 

And... and it's expected, right? It's basically what you'd expect, after seeing Master Logos so prominent as an antagonist while Storious slinks around in the background and just playing the smug yes-man. That particular plot point was well done, though. And... and I guess at the end of the day I really did enjoy Master Logos hamming shit up. If nothing else, the actor was entertaining. It's just that... well, a lot of these episodes feels pretty... vanilla, I guess? These sort of 'friends get controlled, but break free and get a power-up from the power of bonds' stories are very common in anime, and I've seen them done so much better. And these episodes are competently structured, but I just feel like I'm just going through the motions, watching them and talking about them. They're kind of missing that oomph that made me care for, like, the Zero-One or Zi-O or Build or Ex-Aid casts, if we're taking the last four shows into account. 
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Random Notes:
  • A very small scene in the opening sequence of episode 39 is Tassel briefly noting that the little fairy-spirit of Fukamiya Hayato is moving on. I guess that's all we're getting out of Naoya Kaido, huh? That's very underwhelming. 
  • An actually fun little running gag in the background of episode 39 is the return of Daishinji's sword obsession. Which means he gets to obsess all over poor, poor Yuri, trapped in his sword form. 
  • No, seriously, I thought all the plot devices went back to their respective owners in that episode when Master Logos became Kamen Rider Solomon. This show is honestly not very good at making me remember who is in possession of the plot devices. OOO and Build had multiple plot devices exchange hands all the time, but they did it so much better than this. 
  • RIP Master Logos. He's probably not quite of a hit of a villain compared to many of the other over-acted hammy god-complex villains we've had recently like Dan Kuroto, Amatsu Gai or Evol, but he was pretty fun and I definitely love the subversion that he doesn't actually have any sort of redeeming qualities or sob story.
  • So part of Kamen Rider Solomon's powers is 'Solomon Zone', which teleports our heroes into an appropriate battlefield. An in-universe reason for the sudden tokusatsu action scene changes! And it's not into a warehouse this time! 
  • I legitimately didn't realize that Touma's Xross-Saber-Three-Volume form is a new form until I checked on the Wiki. I thought he just used his three original books for a special attack. But then again that action scene had so much stuff going on that I honestly really didn't care too much for it.
  • That triple-henshin of Saber, Blades and Espada with their visors glowing simultaneously in the smoke is very cool. 
  • I gloss over the fight, but there was one cool quasi-slow-motion sequence with Espada and Solomon flash-stepping each other with their super speeds. 
  • It's nowhere as neat as "I'll write the ending to this story" declaration Touma made in 37, but that's a... neat usage of Ryoga's "do not anger me" catchphrase. 

Thursday, 24 June 2021

Reviewing Monsters: Resident Evil Village

Resident Evil VIII: Village [2021]



(I have drafts of the Revelations games basically done, but I'll post this one first since it's more timely) 

So Resident Evil had a new game this year! Officially simply called 'Resident Evil: Village', but formatted with 'Vill' as the Roman numerals 'VIII', Village is the eighth numbered installment in Capcom's Resident Evil game, picking up with the protagonist of the critically-acclaimed Resident Evil VII. (I did a bit of a stealth revision to my Resident Evil VII monster review article)

And I wasn't actually hyped at all by this game at first, leading up to its release. When the trailers dropped and it all focused on the Victorian-era giant vampire goth lady, I sort of rolled my eyes at it. Like many other video game franchises, Resident Evil had seemed to somewhat join the 'let's be a bit more serious' train with VII. And that's fine! VII is one of, if not the, best-executed story among all the Resident Evil games by a far, far shot. It took the franchise in a good direction, the storytelling beats are great, and the execution is definitely spectacular. It's just that it doesn't really feel that much like a Resident Evil game, though, if not for the fact that the enemies are fungus based creatures. I felt like I had the same experience with the months leading up to the release of Village. The trailers came out and... vampires are cool. Werewolves are neat. Don't get me wrong. Vampires and werewolves and all that gothic stuff are very, very cool! I love them, and I would play video games where it's all about vampires and stuff. It's just that they don't feel particularly creative, and for Resident Evil in particular I was worried that we're straying away from the over-the-top body horror mutation in favour of just swapping one horror trope for another. Oh, we had the swamp beasts in VII, let's go for vampires in VIII.

I was so, so wrong. This game is pretty damn good! Or, at least, from what I can tell by watching people play it. But this is a monster review, not a video game review, so monsters are definitely what we're going to talk about! And since the game is relatively recent, I'm not going to describe the story too much either, unless it pertains to the monsters. The hook is that Ethan Winters, the protagonist of Resident Evil VII, wakes up in an enigmatic mountain village after an unexplained attack on his house that left his wife dead and his daughter kidnapped, where the panicked villagers are besieged by strange creatures and worship an enigmatic cult. Obviously, things get pretty horror-y as Ethan has to fend himself against the mysterious overlords of the region as he infiltrates their castles to get his daughter back, learning many, many things not just about the Resident Evil universe, but about the backstory of what happened in VII.  Without further ado...

Common Enemies:

Lycan
And these are the first enemies of the game, the lycans. Obviously, based on lycanthropes/werewolves of European folklore. In practice, they're basically just stronger, faster and more bestial zombies, leaping and jumping and generally being far more agile than the shamblers that this franchise is normally associated with. A lot of the zombification process in popular culture do resemble a lot with what's originally associated with vampires or werewolves in traditional folklore -- if you get bitten, you get transformed into one of them. The Resident Evil games mostly stray away from this and have the zombie virus be airborne or waterborne, but the Lycans play this particular trope straight. A particularly pivotal moment of our protagonist discovering the true nature of the Lycans was when one of the villagers who had been bitter transformed and essentially went feral, attacking and slaughtering the rest of the villagers. Later on, we discover that the Lycans actually 'reproduce' with the Cadou, a form of parasitic nematode modified by the Mold from Resident Evil VII, making this a more hard-sci-fi form of the Las Plagas from Resident Evil 4. The Cadou are a lot more choosy with their hosts, though, and the berserk Lycans are the result of the parasite and host rejecting each other, leading to mostly just bestial instincts. 

The Lycans are pretty great designs for what they are, though admittedly a good part of it is thanks to the next-gen video game graphics capabilities. Very angry, animal-like humans that still unmistakably look human. And the graphics team truly made me appreciate a type of monster design that I'll normally brush over -- they did a very, very good job at making those Lycan faces look simultaneously intelligent but also feral. And while we don't get much of them, they are able to wield not just hatchets, but also able to use bows and arrows, ride horses, and are clearly intelligent enough (or have a good enough pack mentality) to serve the Four Lords, the primary antagonists of the game. The 'Large Lycan' seen on the right are smart enough to cobble together a makeshift set of armour and two arm-mounted... how do you describe those? Masses of planks of wood and jagged scrap metal? 

Also, I will freely admit that seeing brief glimpses of the demos of the game which just showed Ethan fighting the lycanthropes in the village did initially turn me off, since it seemed like the game just devolved into replacing zombies with lycanthropes and a vampire lord at the end... which sounds cool for a Ravenloft campaign, but not what 'Resident Evil' is to me. But the way these lycanthropes are executed in-game both as video game enemies and as a horror monster presence early in the game before our protagonist got a kitted-out shotgun is pretty damn well done. 

Vârcolac
Next up we have the Vârcolaci, drawing from the Romanian word for 'werewolf'. Or, well, 'wolf demon', but it's essentially used as 'werewolf' as well. These are a bit more literal werewolves, since these are the results of human experimentation in splicing wolf DNA into their spine. This is still a Resident Evil game, and I am happy that even though the setting of the game is still in a Gothic vampire castle with a witch-cult worshipping village, we still have insanely impractical experiments happening in the background. I really don't have much to say here beyond praising the graphics, that really is a feral-looking monster with a lot of very creepy fur and a nasty ghoul-mouth with terrifying glowing eyes. The more I look at the Vârcolac render's face the more creeped out I am, and concept art shows an even more grotesque mouth with a mouth that just looks delightfully wrong

The Vârcolac are feral and are essentially used by the Lycans as attack dogs. They tend to run around on all fours, which actually seems to be intentionally made to look awkward since even with longer arms, the human leg structure really isn't meant to allow one to run on all fours. These guys are basically rarer enemies and only a few are found throughout the game in Lycan-infested areas. The red, more flesh-coloured variant on the right, the Vârcolac Alfa, is a secret mini-boss that you find if you backtrack into a certain area but is essentially the same thing. 

Moroaică
Resident Evil Village has a lot more combat compared to its atmosphere-heavy predecessor, but its focus is still on the story and the primary antagonists -- which we'll cover at the end when we cover the bosses. But after clearing the village, Ethan finds himself in Castle Dimitrescu, who are the vampire equivalents of the setting. The vampires have a long, long history of kidnapping women and killing them to drain their blood, and the corpses of their victims are infected by Mold and raised as the Moroaice, drawing their name from a Romanian folklore ghost or vampire. Their backstory is neat and I do like that they're basically just vampire thralls while using Resident Evil's internal themes as an explanation to how they exist. They sure are well-animated and stuff, but they're the zombies of this particular installment. They're sword zombos! I don't think we've ever had sword zombies. 

Samcă
Far, far more interesting is around halfway through the castle, where we find the Samce, who draws their name from a Romanian folkloric demon that takes the place of a hideous old woman that attacks young children or pregnant women. The Samcă are basically Moroaică with wings instead of arms, but that's kind of oversimplifying things. These undead ladies perch and patrol the rooftops of Castle Dimitrescu, acting as fantasy horror gargoyles in all but name. They're also kind of vampires, because those long, tentacle-like tongues lash out to drink blood. Again, I really appreciate this effort of essentially keeping everything in this game consistent with the previously established flesh-mutant monsters, but having so many of them fit into the European penny-dreadful horror monster theme. I didn't quite catch it until I saw the Samcă render without moving, but they really don't have regular arms anymore -- what used to be human arms have exploded out into giant bat wings... and bat wings are, in essence, modified mammalian arms. Except in the Samcă, you can see the origins of what clearly used to be regular human finger anatomy. Nasty!

Hauler
So despite me mentioning the 'Four Lords', two of them really don't get particularly dedicated minions, which is... I understand it thanks to the pacing of the game, and it certainly works, but man, I secretly mourn the loss of the nonexistent puppet and fish-man enemies. Instead we jump from lycanthropes and vampire underlings to the fourth of the Lords, who, spoiler alert, has steampunk cyborg zombies. Yes, turns out that all this kind of ties back into the recurring antagonist organization Umbrella in ways that I will not spoil beyond that, and Heisenberg quickly rose into becoming my favourite bad guy from this game because he has what's basically a version of the secret lab that's quintessential to most Resident Evil games. Only instead of the high-tech basements or underground research stations of previous games, Heisenberg's factory is a mixture of gothic and steampunk.  

These guys, the Haulers, are the lowest of the low, shambling around with a set of steampunk VR goggles that are apparently used to stabilize their neural activity. In keeping with the theme, they have a fucking gear-axe that looks like a weapon from Warhammer 40K, which I found fucking ridiculous until I realized that, no, this is basically what I want Resident Evil to be. I want them to be as over-the-top with their concepts.

Soldat: Eins & Zwei
But the Haulers are failed prototypes who can't fight, and these guys are the real triumph of Heisenberg's madness. The Soldats! Steampunk cyborg zombies! Which really isn't as far-fetched even in the Resident Evil universe, because I remember the T.A.L.O.S. And, uh... I actually can't think of any right now, but I bet that there are a bunch of other cyborg zombie monsters in the many Resident Evil games. The most basic one here is Soldat Eins ('soldier one' in German) on the left, where Heisenberg took a corpse, implanted a Cadou parasite in the center (it's the glowing weak spot core on his chest) and animated everything with electricity. The Soldats are, essentially, mass-produced, weaponized Frankenstein's Monsters. Oh, and they have a giant fucking mean-looking industrial drill grafted onto their arms. Because that's what you do, you graft a giant motherfucking drill onto your soldiers. 

The Soldat Zwei does feel like an upgrade, because of the very simple fact that both his arms are replaced with drills. What's better than one drill arm? Two fucking drill arms. I love how ridiculous this is, and yet it also feels so in-character for a lunatic like Heisenberg to pick the most nasty-looking drill to replace the amputated arms of his little toy soldiers. The Zwei's weak point is on his back, and he's also swapped the VR goggles for a cool gas mask. 

Soldat: Jet & Panzer
Acting more like minibosses, these two guys are even more powerful versions of Soldat Zwei. Soldier Jet has a jetpack! Or, well, a jet... head? Jet-upper-torso? I love that I can't really tell how much of this guy is a corpse, or if it's just a mass of random junk parts covering his upper body like an Iron Man armour. And I love that this somehow works. This guy's hammerhead-shark-like head looks like it's grafted out of broken metal pieces, but somehow it allows the Soldat Jet to fly around and charge at you with its drills. 

Soldat Panzer, meanwhile, foregoes speed for just even more fucking drills, because this Heisenberg fellow seem to be pretty one-minded. I love just how over-the-top this thing is, it's just layers upon layers of scrap metal, and this guy's arms just ends in drills. He's slower, but you have to shoot off all his armour before his reactor core is exposed. 

Ultimately they're not my favourite monster type. I will always like the J'avo and the Las Plagas more, and even the Molded from RE7 are nearer and dearer to my heart. But these are fucking drill-cyborg zombies, and I love the absurdity of them conceptually, and how the game still manages to actually work them into the story in a way that makes sense. 
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Bosses:
Dimitrescu Daughters
Playing not only on the 'vampire' trope but also the 'witch' trope are the Dimitrescu family, the first of Four Houses that rule over the unnamed village that this game takes place in. They're called Bela, Cassandra and Daniela, and they basically play the role of a recurring antagonist that keep pursuing and attacking Ethan as he runs around that particular large level of the game, the Dimitrescu castle. They're crazy, and they're apparently based on the Brides of Dracula except they're the children of the main vampire character. Neat and thematic, but they're kind of boring...

...wait, instead of turning into smoke or a swarm of bats, they turn into a swarm of flies? Okay, okay, that's actually kind of neat. I like my bugs, but a lot of species of flies are actually blood-sucking. That is a nice bit of detail. But then come the revelation that the three daughters weren't exactly human, or reanimated corpses, but rather, well... a literal mass of Cadou parasites that take the form of hundreds of blowflies, and, when combined with the Mold, ends up re-merging together into the form of their humanoid hosts. It's left ambiguous whether the 'personalities' of the three daughters are leftovers of the dead women that got turned into these walking fly-swarms, or if they developed new personalities after 'rising', but man, okay, they just went into being a variant of a common horror monster trope into a monster that ticked every single column in features that I like in a monster.  

Turning into a swarm of flies doesn't only explain the vampire tropes associated with the daughters -- drinking blood, passing through walls and turning into a swarm of flying creatures -- but also the weaknesses! Ethan finds out that the only way to actually make the daughters vulnerable is to expose them into the cold, frigid air of the mountainous region outside. Which, visually, really resembles how vampires are traditionally weak to sunlight since Ethan is stalked by the "vampires" within the castle, and he ends up killing the three daughters one by one in places where he has the opportunity to trap them where they are exposed to the light -- which also brings in the cold air with them. Very, very cool and very creative. I actually do like that in the RE-universe, it's the existence of these Lords that most likely inspired the classic folktales of vampires, werewolves and the like instead of the other way around. 

Countess Dimitrescu
The internet essentially exploded with fan art of Lady Dimitrescu here, who is very heavily featured in the promotional material of this game, because she is... how does the kids these days put it? "Big tiddy goth GF" or something like that? The picture doesn't really indicate it, but Countess Alcina Dimitrescu is not just a pale, well-dressed woman, but she is a big woman. Which apparently a lot of people found super attractive. It's not my thing, but I do admit that she's got a pretty neat dress style. Without spoiling too much, Lady Dimitrescu is a gigantic woman and she's also a vampire! Like her daughters, she's transformed into her current state with a Cadou parasite, essentially giving her longevity if not outright immortality... but also causes her to develop a need to consume fresh blood regularly, which she has been doing for more than sixty years by luring maidens into her castle and then turning them into part of her 'wine stock'. She and Heinsenberg are the two most vocal and confrontational of the Four Lords, having the most dialogue and scenes among the five primary antagonists of the games. Very interestingly, while they're all nasty people who did a very terrible thing to Ethan, I also did like the little plotline of how Dimitrescu gets increasingly unhinged and furious as Ethan picks off and kills her daughters one by one, and she gets even more frustrated that her master, Mother Miranda, might see her as a failure. 

This image doesn't show it, but in addition to being a giant that's easily twice the size of Ethan, she's also able to extend her fingers into massive, tapering claws like Marvel's Lady Deathstrike. Sharp enough to very demonstratably amputate limbs. Lady D essentially serves as the equivalent to the famous 'Mr. X' in the Resident Evil 2 remake, an 'intelligent' super-powerful enemy that stalks you across a large map as you try to complete puzzles and shit, and can't be truly killed until a specific story point. 

She is a cool giant vampire, and making her a giant vampire instead of just a regular-sized goth countess is a very smart decision. Yet I actively eye-rolled when I saw her hyped up as the primary antagonist. I really should've had more faith in Capcom, though, because:

Countess Dimitrescu, Monster Form
Yeah! Hell yeah! With the new direction that RE7 was taking the franchise, I actually wasn't sure that Lady D was going to get a proper, monsterified zombie-monster form, but she has and what a glorious one she has. The designers specifically confirmed that all of this is a pun on "Dracula", which literally means "son of the dragon", so Lady Dimitrescu, based on the vampiric dracula, turns into a giant zombie dragon! And what a fucking nasty dragon she is, made entirely of mutated zombie white flesh, with giant bat wings, tentacles growing out of her dragon legs, and that mouth! That mouth that's just like seven different sets of overlapping jaws ending with a tongue that has a lamprey mouth. And Lady Dimitrescu's humanoid form is still there, bursting out of the dragon's back, albeit with a mass of white tentacles growing out of her humanoid spine and head. The end result, especially when seen from afar, gives the impression of a woman riding a dragon, which is a very cool visual for such a fucked-up monster up close. 

I really don't have much else to say here other than to just really comment on how cool this is, and how I genuinely didn't expect this particular set of enemies to mutate and transform into giant Resident Evil monsters. Thank goodness I was proven wrong! The fight against Lady Dimitrescu happens on top of a castle tower for extra fantasy-RPG goodness, and, frankly, I actually thought that it was an interesting subversion because while Dimitrescu does have one of the most major and memorable roles, she's also the first one of the antagonists to be taken out, which isn't what I was expecting from the viral marketing. 

The Baby
Good fucking lord, this thing. So after the long, classic-action-dungeon Dimitrescu castle that's straight out of Resident Evil 4, we switch genres not just to horror, but to some Silent Hill style psychological horror with House Beneviento. Which barely even features any enemies, and is mostly just psychological creepiness and a lot of creepy moments of a fucked-up hallucination causing Ethan Winters to get even more mentally screwed-up. One of the themes of this game is Ethan's infant child being taken away from him, and I won't say more beyond that. 

But as Ethan wanders around trying to solve a morbid puzzle around a mannequin of his dead wife in an oddly immaculate and modern hospital-morgue location, suddenly everything goes dark, the sounds of a baby crying starts up and this thing starts stalking Ethan all over the place. Man, if solving puzzles while being stalked by Mr. X or Nemesis or Lady Dimitrescu was stressful enough, imagine having this thing stalk you while making creepy baby gurgling noises. What the fuck, man. To make things extra worse, Ethan can't even defend himself against this thing, which makes this maybe one of the few Resident Evil enemies that you can't even harm. 

And just look at this thing. It's obviously meant to be some sort of nasty miscarried fetus of some sort, but with its head stretched so long and have it yawn so large so grotesquely. In fact, the animation for the Baby killing Ethan is by eating him feet-first! While happily going "DADA YUMMY!" And the Baby crawls around on those nasty, blood-coloured deformed arms, but the lower half of the baby's body is twisted a full 180 degrees so that the legs are oriented the wrong way, and the end result is an absolutely nasty slug-monster that... my god, I really can't do this design justice. I normally don't like these sort of gory stuff and tend to find them juvenile, but this one? This one was sufficiently disturbing. A giant baby slug nightmare thing! And the most interesting part is? The Baby doesn't even exist, not really -- turns out almost the entirety of the House Beneviento level is a hallucination, so it's likely that the Baby is just a figment of Ethan's imagination, a symbol of Ethan's subconscious fear of losing his child and the true nature of that child, like the good Silent Hill game. One of the biggest "what the fuck" moments, and while I tend to roll my eyes at these sort of things, it's well-executed enough and fits with the Beneviento House theme and I really don't mind. 

Donna Beneviento & Angie
I must kind of confess that I expected more of Donna Beneviento? She barely has a role in the actual story of the game proper, although her role in the backstory is pretty neat. She's the one responsible for creating hallucinations with the fungus that she cultivates. And if nothing else, I always really abhor the idea of haunted dolls and shit, I find them pretty fucking scary! Donna Beneviento's whole segment is essentially themed around a combination of ghosts, poltergeists and haunted dolls, and in addition to the aforementioned Baby level, her 'boss fight' also involves you navigating her haunted house of murderous dolls while chasing her main puppet-doll that she speaks from, Angie. Angie does most of the speaking for her because she's shy, and implied to be suffering from some form of dissociative identity disorder or something equivalent to that.

Again, while the puppet dolls actually do move around even outside of hallucinations, turns out that Donna is mentally controlling them because she put parts of her Cadou parasite within them. When Ethan "fights" Angie, the puppet head shatters to reveal the writhing, tentacled fleshy parasite within... though when the hallucination clears turns out that Ethan is stabbing the face of the real Donna? It's a weird and different level, and I'm honestly kind of sad that we never got a fight against a mutated Donna and/or Angie. The opening cinematic identifies House Beneviento as the 'Weaver', a very cool spider-themed scarecrow puppet figure, and while what we got is pretty cool, I kind of wished Donna mutated into a giant spider scarecrow puppet ghost ventriloquist lady, you know? 

Salvatore Moreau
The third of the Four Lords is Salvatore Moreau, a hunchbacked simpleton that seemed to draw on the trope of horror villains like Igor, though his name also is a nod on the classic story Island of Doctor Moreau, which features animal-human hybrids. Turns out that he's a bit more involved than I thought he would be, especially when his cloak comes off and we see what's under it. It's not a hunchback, Moreau is just a mass of pretty nasty-looking cysts, pustules and tumours. And in classic Resident Evil fashion, there's obviously an eyeball stuck in there, and when he gets angry tentacles sprout out and wiggle around from his back-cysts. I thought that Moreau is a representation of something like the Creature from the Black Lagoon or a Kappa, but turns out he's based on Lovecraftian monsters! And you know what? Between the aquatic theme and being a deformed fish-man, I can kind of see it. And he is a fish-man, because he actually zips around pretty quickly in the water, which is where you finally see his uncloaked form. 

Poor Moreau was definitely the one that got the shortest end of the stick as far as Cadou mutations go, since the other three members of the Four Lords at least looked reasonably normal, even if Lady D is a giant and has a hunger for blood. It honestly makes one feel bad for Moreau -- the dude's clearly a simpleton and is so desperate for validation, for his 'mother's' approval and to not be mocked by his 'siblings'... of course, he also participated in the nasty things done to Ethan's daughter and is trying to murder him. Moreau has a true form that makes the Lovecraftian-genre theme a bit more prominent:

Salvatore Moreau, Mutated Form
In his actual boss fight, Ethan has to run around a whole large area of a half-sunken village with boards and metal planks littering the place, while a massive, gigantic fish-like creature bursts out of the water periodically and attacks you. Unlike his siblings, Moreau can actually choose to mutate back and forth between this giant form and his humanoid form, and... and once you really get a good look at him when you drive him onto land, what a fucking nasty monster this giant fish is. A massive petal-like mouth, with Moreau's human form poking out of it? Some semblance of a hunchback, only now it's filled with nothing but eyeballs? And a bunch of errant tentacles? A bunch of tiny, humanoid impractical arms, and then two massive larger ones that he uses to slowly drag himself around on land? The rest of his body tapers off into a fishy tail not very apparent here -- here is a concept art with the 'mouth' closed, and yeah, that does look like something from the Lovecraft genre. 

The battle with Moreau takes place in two phases -- the first one is a combination of platforming and solving puzzles, where Ethan needs to get out of the massive lake with a sunken village in it while a giant fish tries its best to murder him. And then later on Ethan drains the water, stranding Moreau in a swampy area and he has to duck in and out while a still-gigantic fish-fungus-zombie-monster tries to squish him and create massive acid rains. Honestly, pretty fucking cool for someone set up as the loser of the bunch. 

Conceptually, I don't think anything in this page is ever going to beat the fly swarm vampire, but visually, Moreau is probably one of the straight-up coolest of the many flesh-beast mutations that we've had in Resident Evil. I think one of the ones that I really felt could've been more interesting are the humans that just turn into mere giant animals, which we had a bunch of in Resident Evil 6. Moreau here is clearly so much more fucked up than a fish even though he's got fishy anatomy, but I love that from a distance he still has the silhouette of some sort of a giant swamp fish with arms. 


Uriaș/Uriaș Străjer/Uriaș Drac
Sort of a recurring miniboss, Uriaș (Romanian for 'giant') is... a gigantic Lycan with a badass mass of beard and a big-ass spiky hammer. The wiki lists Uriaș as a single character, but I'm pretty sure you kill him twice, most notably in the Stronghold level. He sure is a huge guy! Uriaș Străjer ("Sentinel Giant") has a big fuck-off mace with pretty cool spikes, he wears a wolf mask and has more prominent parasite tentacles growing out of him. Apparently Străjer is the brother of regular Uriaș, and is fought by Chris Redfield. Another variant that appears multiple times is called Uriaș Drac ("Devil Giant"), and he doesn't have a beard. Or a coat. And he has a relatively mundane-looking axe. He's just a tall, wounded muscleman, and basically acts as optional minibosses.

The first Uriaș is actually kind of cool, and it's neat to have a 'boss' for the Lycanthropes. But I actually found it surprising that Uriaș isn't actually a member of the Four Lords, and is just a non-speaking boss that essentially gets degraded into a miniboss with his two variants. It's basically a Lycan-flavoured version of El Gigante or Ndesu or Ogroman from previous installations. A giant zombie man! This one has a pretty cool weapon and a pretty cool beard, but otherwise he's honestly just kind of there. A neat one to add just a bit of variation to this game, though. 

Sturm
It's hard to realize what's going on here, but Heisenberg has replaced Sturm ("storm" in German) entire upper half of this Soldat's body with a motherfucking airplane engine, complete with a spinning rotor. Because, uh, that's clearly where you go from 'graft drill arms onto zombies'. Clearly there is some tactical advantage to replacing everything above the diaphragm with a fucking airplane engine. If nothing else it does make for a 'fuck, don't get close' because this guy runs around with spinning airplane rotors slicing up everything in its way. I actually feel sorry for Sturm here, who actually amputated his own arms with his own propeller. He's got a spinning fan of death instead of a face, I'd feel sorry for him if the sight of him wasn't such a huge 'run away from this motherfucker' red warning sign for you. 

Sturm stalks Ethan around Heisenberg's factory, serving as the miniboss as Ethan fights other Soldats and generally runs away from the sound of biplane rotor engines before finally fighting him at the end. The poor guy even explodes into flames as he dies! Honestly, if this doesn't cement Heisenberg as the mad scientist of the batch, I don't know what would. Speaking of which:

Karl Heisenberg
Yeah, Heisenberg is, I believe, the member of the Four Lords you first meet. And what a stylish way of introducing himself, because -- and you can't tell here from still images -- Heisenberg has Magneto powers. As in, his first introduction has him levitate a mass of scrap metal and encase Ethan in it, and later on he casually just uses magnetism superpowers to create ladders that float in the air and create a massive steampunk hammer with gears and rusty engine parts he has lying around. And it's... it's bizarre. The Resident Evil universe has had a lot of unrealistic mutations, but most of those tend to involve the creation of flesh or organs. Heisenberg just straight-up has X-Men superpowers, and the game handwaves it by saying that apparently, his Mold-Cadou mutation gave him powers equivalent to an electric stingray. Which, uh, really doesn't make sense since electric rays have electricity instead of magnet powers, and electromagnetism doesn't quite translate into Magneto powers. But this is a universe where Chris Redfield can punch a man-sized boulder into smithereens inside a volcano, so I really shouldn't be questioning logic here. 

I still find Heisenberg really weird conceptually, though I will admit that making the mad scientist archetype into a crass mechanic is kind of an interesting direction. Heisenberg is probably one of the more vocal characters, too, actually at one point trying to recruit Ethan to be his ally. Of course, he eventually fuses himself to his mass of mechanical spare parts, essentially transforming himself into a giant junkyard Transformer Gundam Evangelion Doom-bot straight out of Warhammer 40K. You know what? I ain't even complaining. It doesn't quite fit the gothic setting of everything else, but giant mechanical monsters is a horror trope, and at least Heisenber doesn't look too modern?

While the game doesn't really point it out -- and the actual in-game fight is pretty chaotic -- looking at a still of the model shows that it's not just Heisenberg encased within a massive mecha or whatever. No, in typical Resident Evil fashion, Heisenberg has mutated into a massive flesh-thing that fused with the 'torso' of his mecha, which at least makes him count as a giant zombie monster. His face is actually stretched into a Cronenberg-esque screaming flesh-bulb at the end of the mutated form's... well, it's still his head, isn't it? Mutant Heisenberg ends up becoming a giant head-torso of flesh and metal with two giant construction vehicle buzzsaw arms, but honestly? I... I don't mind him all that much? He's visually the one that's the biggest oddity compared to all of the other more gothic villains, but at the same time I felt like it's also appropriate for the character. 

Mother Miranda
The cult-like leader and main antagonist of the game, Mother Miranda is worshipped as a god-like deity not only by the villagers, but by the Four Lords -- who act like scared children at the prospect of betraying or disobeying Miranda. Thanks to some revelations at the end, it's also revealed that Miranda is tied into the greater Resident Evil universe at large, finally tying in VII and VIII into the greater storyline beyond the presence of Chris Redfield. Again, I won't be spoiling too much about Miranda's backstory, only that she's really ancient, she's trying to experiment with immortality (the Four Lords are her attempts at doing so, and in one way or another, are deemed failures by her), and her source of mutation is the original 'Mould' that led to all the monsters in VII and VIII. Without spoiling too much, it's actually an interesting way to take the storyline from VII and both expand it forwards while also simultaneously building up a backstory for it. 

Miranda's 'base' form is a masked woman with a clergy-like outfit, but with ten black angelic wings. There's definitely a 'witch' theme going on with how Miranda is first presented, but things quickly go towards 'fallen angel' or 'devil'. And since the villagers basically built a cult worshipping her, it kind of makes sense that she looks kind of angelic even if all my anime senses are tingling on how she's very obviously a video game boss. I love that the fallen-angel-priestess lady is a fungus monster. 

When the fight begins, thogh, Miranda gets wrapped up by massive fungal tendrils and transforms into this form, identified by the wiki as Miranda's "Mutated Form". It's essentially the same design if we boil it down to basic descriptions, but without any of the more heroic or holy trappings. All her priestess-like clothing has been ripped off, her halo is cracked and shattered, her claws are elongated in a pretty nasty way and her wings and skirt are masses of raggedy mould. Her face is a bit hard to see here, but the upper half is basically covered with a small carpet of mould, with a single eyeball at its center. I still love that one of the more badass enemies in this franchise is just sentient, nasty mould, and this particular character is a mould angel. Or rather, a mold devil, at this point, isn't she? Very neat, and probably my favourite Miranda form? She spends the first phase of her fight in this form. I like everything going on here, and the buildup and the battlefield Ethan confronts Miranda in just really adds to the cool factor of this boss fight. 

Miranda alternates between her reular form and two others that the Wiki call, respectively, her "Winged Form" and her "Spider Form". Very cool! The Winged form is basically the same design as her default one, just with larger, more bird-like wings, and she can somehow conjure fireballs. Are they mould fireballs? I mean, I know that puffballs and cannonball fungi can discharge their spores with force. Is that what Mother Miranda is doing to conjure her fireballs? Or am I just thinking too hard about the giant scary heretic fallen angel? A different attack animation has her summon streams of what looks to be chemical fluid to create explosive balls, so it might just be that but faster?

Miranda's next phase is her "Spider Form", where her wings have tapered off but solidified into giant jointed spider legs. I am always a sucker for these sort of back-mounted spider legs, a la Doctor Octopus from Marvel comics. This one has her scuttle around the ground and try to physically skewer and run you down. Actually kind of a dynamic one! It's pretty awesome, and I wouldn't think that such an otherwise humanoid mutant monster ends up becoming so cool, and I'm someone who tends to be ambivalent at this sort of monster design aesthetic. 

The Mutamycete/Megamycete
This is less of a boss fight but more of the plot device. After Miranda's defeat, she merges with the Megamycete ("Fungal Root" in the original Japanese), which is this huge, glowing mass of... well, just fungi. This is the source of the Mold that causes the whole storyline in VII and VIII, and this is essentially the equivalent for the 'devil' or the 'sealed elder god' in the horror story theme, being worshipped as the "Black God" by villagers as part of Mother Miranda's religion. Miranda's whole plan involves the property of the mutamycete colony that allows minds and personalities to still exist within the fungal network, which is such an interesting spin on the fact that fungi like mould are arguably simultaneously a single growing organism but also a colony.

Anyway, withot spoiling the story too much, Miranda-mycete is a gigantic building-sized fungus flower with a bunch of glowing polyps at the center. I haven't had a chance to mention it, but during the fight against Miranda, the fungal network running underneath the village essentially goes wild, creating gigantic hyphae that are able to easily slap helicopters out of the sky, and these hyphae look like gnarled, knobbly trees, which form the 'haunted forest' for the final showdown with the witches. They really commit into trying to spin the mould monsters to fit the horror aesthetic, and it's pretty amazing. I kind of actually wished we had maybe a couple of levels with the Mould enemies from Resident Evil VII to further tie it in together, but I guess Mother Miranda's experiments in creating the Cadou means that the fungal monsters in the village are all just that much more advanced?
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And that does it for the bestiary of Resident Evil Village. It's a lot more comprehensive than VII, and... and while I do like that VII basically took the idea of 'fungus monster' and based every single one of its monsters on that, VII also felt very, very lacking in terms of monster variety and creativity. They did amazing work with the little they showed us, but a wide selection of weird monster variations is why I fell in love with this franchise in the first place. There are some weird ones here because of the need to homage certain tropes of classic horror monsters, but honestly? Honestly, I actually end up really liking the monster selection here. Good show, Village. Do more of these, please! And if VII and Village are anything to go by, they finally are starting to characterize the bad guys, which is definitely a huge plpus point for me. We have way too many generic 'shoot zombies and slightly mutated zombies' games in the market, what sets Resident Evil apart is how creative they can get with their monster design. 

Tuesday, 22 June 2021

Reviewing Monsters - Genshin Impact, Part 2

Last time, we reviewed a bunch of monsters from the first region of Genshin Impact! At the time of writing I've progressed and quested all over the region of Liyue and the self-contained area of Dargnspine, and... well, there's a lot of things to do in the game, but honestly the biggest draw for me personally is exploring the very pretty environments. Again, you don't really see a lot of RPG games out there that are based on China!

A lot of the enemies in Liyue are repeats of what we see in Mondstadt, just scaled up and perhaps with a couple more variants thrown in -- there are noticeably stronger Hilichurls and Treasure Hunters, for example. But there's enough new enemies that I've met and filled up in my bestiary to justify a second article! (Note to anyone who knows about the updates, for what it's worth, a good chunk of this segment is written prior to version 1.6, and my story progression is around Chapter I-IV ish.)

As with the first Genshin article, I won't be quite as exhaustive as my other 'reviewing monster' articles, since Genshin has a lot of monster variants that just swap around the element of their attacks. So unless there's something visually different about them, I won't be including, like, new treasure hunter variants or elemental versions of the hilichurl shooters or whatever. Of course, some repaints I will talk about, like:

Hydro Cicin
Remember the Electro Cicin? Turns out that there are more variants of them in the wild, and the Hydro Cicin here is probably my favourite of them. The Electro Cicin is more of a video game angry bat-fly monster that just has two glowing eyes attached to a bunch of pointy wings. The Hydro Cicin, on the other hand, is a mixture of various features that I'm not sure fit well together, but they do. The wings look like they come from a butterfly. Its main head is something that I would say comes from an ugly deep-sea fish like an anglerfish, but it's got a fuzzy underside. And it's got two pairs of fish or anemone-looking antennae jutting out of the sides of its head. It's a bizarre fish-insect fusion and I do love that this is a 'water firefly'. I absolutely love that they didn't just take the Electro Cicin, paint it blue and call it a day, but instead designed this gloriously bizarre-looking fish-insect hybrid monster.


Cryo Cicin Mage & Cryo Cicin
One of the areas that you could explore is Dragonspine, which I had mistakenly thought to be another full region like Mondstadt or Liyue -- turns out Dragonspine is sort of like an 'expansion pack' of sorts to Mondstadt. It's a huge icy mountain with an annoying 'sheer cold' mechanic. Dragonspine mostly brings in a couple of remixed enemies. I have said that I wouldn't put in any particularly too-similar 'repaint' enemies, but I do like that they actually bothered to record different dialogue and actually gave the Cryo Fatui Cicin Mage a whole new outfit.

Of course, she's got a cool blue-santa-hoodie thing going on, but I'm most certainly here for the Cryo Cicin, who looks like a glorious 2D Zelda enemy brought to life. I love the angry little snowflake face, the bat wings, and the two little... mandibles? Bug legs? Whatever those appendages are called. Functionally the Cryo Cicin is identical to the Electro and Hydro Cicins, just with a different element, but they put in effort into these repainted enemies, something that I can definitely get behind with. 

Geovishap Hatchling
Another one classified as an 'elite enemy' by the wikis are the Geovishaps. Apparently, these are a type of a 'Vishap', though at the moment only Geovishaps exist. 'Vishap' is a dragon from Armenian mythology, whereas the original Chinese name of the Geovishaps translates roughly to 'dragon-lizard' or 'dragon-reptile'. They're pretty cool, design-wise, looking pretty fantastical. I hesitate in saying that they look like a Pokemon or Digimon because the aesthetics are quite off for both franchises, but I do like what is going here. A vaguely Sonic-esque body plan with a mane of spikes, angry eyes, and a huge, chunky tail... it's not my favourite enemy in this game by a long shot, but I do like that they're not just tossing generic animals at us and calling it a day. The Geovishaps attack by burrowing through the ground and generally being annoying, popping up all over the battlefield and then turning into spinning wheels of death and launching themselves at you. 

Geovishap
Since there's a 'hatchling', there's also obviously a mature version. the mature Geovishap apparently matures by a form of shedding, which tends to be something we associate with smaller arthropods or crustaceans. I'm not the biggest fan of the mature Geovishap, I feel, although that might just be because I don't like the weird whale-chin it has going on. It's essentially the same design, but bigger and with even more orange spikes and with more exaggerated musculature. It goes from a hit-and-run baby hatchling into a much bulkier tank that can infuse itself with elements (not just Geo). It sort of feels like a Lawachurl mechanically, I think? It's a cool mini-kaiju monster, I suppose, though I've always found the design a bit too cluttered personally. 

Lawachurl
So remember the Hilichurls, Samachurls and Mitachurls? Turns out they have a big 'boss' of their own! While most 'churl tribes are seemingly led by a Mitachurl, turns out that they can become bigger, angrier, and even more muscular, turning into a Lawachurl. Or 'Chief Churl' in their language. The Lawachurls are pretty rare, and while not particularly difficult to kill, are able to act as damage sponges that could prove to be pretty annoying for under-leveled teams to take down. Two have so far been included in the game, Stonehide and Frostarm, both of them being infused with the element of Geo and Cryo respectively. I do like that while the other Churls are happy to worship and follow the Lawachurls, apparently the Lawachurls themselves don't care for being leaders and just want to be left alone. 

As with all repaints, the 'skeleton' of their movement and proportions are more or less the same, but they do look different! The Frostarm Lawachurl, found almost exclusively in the icy Dragonspine mountains, is basically a yeti in all but name, and I do like that its face still does look like a more elaborate mask. The Stonehide Lawachurl is a bit more mundane, though maybe that's because the 'rocks with glowing orange crystals' aesthetic is also shared with a lot of other Geo monsters. I do like the running theme in this game that some monsters are just inherently infused with elemental energy. 


Fatui Skirmishers
So last time we talked about some of the more mundane Fatui warriors -- the Cicin Mage and the Agents. Which I've always found to be easier, but they're classified as 'elite' enemies, while these are lesser ones? I've always found the Cicin Mages and the Agents to be easier to deal with than these dudes, but okay, game, sure. There are three basic types and they dress well. I actually like them more than some of the playable characters we got! The first one here is the 'Electrohammer Vanguard', and I love his purple and black... what is that outfit? They look like some sort of over-the-top marine officer or something, and having neon purple lines while wielding a big fuck-off war-hammer is one of the most video-game-y design I've seen in a while. And, of course he's got a creepy Fatui mask with a single glowing eye. Each of these models have a variant, and the Vanguard variant is the 'Amenoboxer'. Which means that instead of a hammer, the Amenoboxer's got two big-ass gauntlets that allow him to punch with wind. Somehow! Don't question video game logic!


The second one here is probably my favourite design and I would totally play him as a playable character. Everything about the Pyroslinger Bracer is just so fancy. He looks like a main protagonist (or antagonist) in a Victorian setting! Look at that badass red jacket. That hat. Those boots. That huge magma sniper rifle That absolutely creepy white full-face mask with white hair and a single glowing hair. Everything about this guy is just awesome, even if he's just a pretty mundane 'fragile ranged guy'. The alternate version is the Geoslinger, and he has a staff instead of a gun. Far less fancy. I'm not sure if all the Skirmishers do this, but when you break their elemental shields and stun the Bracers, they fizzle in a spot like a robot. Are these guys all cyborgs, then? 


The final one is the Cryogunner and Hydrogunner Legionnaires. They are big boys with a fun top-hat and a metallic face with a single glowing eye. Love the single glowing eyes that all these Skirmishers have, it's so much creepier than two glowing eyes! The Legionnaire's got one of those pistols with a chunky barrel, and he's got some neat metallic armour pieces. All the other Fatui Skirmishers have pretty generic flavour text, but the Legionnaire explicitly notes that this is 'a soldier encased within a Fatui war machine', and talks about how the power of wielding the elements come at a price. So a typical 'sacrifice one's humanity for cyborg power-ups' style of enemy. The question is... was the sacrifice a willing one? And are the other types of Fatui agents likewise willingly modified as well? 

Humanoid enemies don't tend to be something I talk about much, but I actually really like this set. 

Ruin Hunter
The image alone doesn't do it justice. Hop on to the Wiki and look at the gifs of this Transformer attacking. The upgraded version of the bipedal Ruin Guards is this guy, the Ruin Hunter. Still having that 'ancient technological golem' vibe going on, the Ruin Hunter also shares the single glowing eye, but he hovers in the sky and has four arms, each of which can transform into different armaments. Most of the time it's just going from fingers into big metal blades, but sometimes the Ruin Hunter will also turn the arms into drills, or, in the most memorable attack, eject four floating wheels that transform into an airborne laser array. The fact that the Ruin Hunter constantly flies around means that it can and will abuse this mechanic to rain down laser death upon you, and depending on whether you have a ranged attacker at the moment, the battle against a Ruin Hunter could be pretty difficult.

I also love the little lore segment in the archive that notes that the creators 'opted to forgo the low-performing humanoid design'. If  you have the technology to make your robots hover in the air, why give them legs? It's pretty cool, I do really enjoy fighting these guys as they fly around and make angry robot noises. I wonder if in a future update we'll actually learn about the ancient civilization that creates the ruin robots, or if they're just mysterious remnants whose origins are truly lost to time. 

Ruin Grader
Introduced and primarily encountered in the 'Dragonspine' area are the Ruin Graders, the third and (at the moment) final variant of the ruin guards. Dragonspine itself is an interesting area in that its storyline is essentially one huge side-quest that doesn't relate to any main characters, and is just a fun little jaunt that mostly revolves around archaeology and trying to figure out just the nature of the strange ruins and ancient civilization, which is mostly told in text and stone tablets or runes that you find, which is a shame because a lot of them are so easy to miss and there's a pretty cool story there. Not long into your exploration you meet a whole lot of Ruin Guards, and among them are these stronger guys, the Ruin Graders. They've got branches sticking out of their backs, and they're basically the same thing as Ruin Guards, just with more defied arms and chunkier feet. Oh, and they've got laser beams instead of missiles.

I didn't know it until I was basically all but done with Dragonspine, but the Ruin Grader is essentially a puzzle boss -- you need to take out its weak points on its legs and its eye in quick succession. Evidently, since I didn't even know that the eye could be sniped by an arrow, you're also able to just treat it as a huge damage sponge and just whittle it down with accumulated damage. It's pretty cool -- they didn't have to design a new variant model and program a couple extra moves and mechanics into what's essentially a Ruin Guard reskin, but they did. I appreciate it. 

Abyss Herald: Wicked Torrents
So this guy is the primary recurring antagonist of the 'We Will Be Reunited' chapter of the story quest, which is a bit of a surprising chapter that bridges the Liyue and Inazuma chapters of the main story. It stars the enigmatic traveler Dainsleif as he gives a huge exposition about Khaen'riah, a country destroyed 500 years ago. It's very spoiler-heavy on how that country is basically one of the huge origins for the Abyss Order and the Ruin Guards -- I do find that the story and world-building is easily the most appealing part of this game, so I won't really spoil too much beyond that. But the Abyss Order takes central stage in that story quest, and as everyone had noted... the Abyss Mages are the grunts of the organization, the lowest in the rung. 

We've got this guy, the Abyss Herald, as something that the characters are actually pretty afraid of. This Abyss Herald is identified as a 'Wicked Torrents' variant, and has the subtitle of 'Presager of the Abyss', and he's a Hydro-using character. He's... he's a pretty cool dude! He reminds me a bit of the Revenants from World of Warcraft, though that might just be because of the huge skirt-like extensions on his hips and the triangular helmet-head. He does really look cool and has some neat dual-water-blade animations. I tend to really not say too much about humanoid characters -- sure, the Abyss Herald is meant to look more 'monstrous', but you have to admit, he looks more cool than terrifying. 

Abyss Lector: Violet Lightning
Okay, this guy never shows up in the story mode or the overworld, just as one of the bosses in the Spiral Abyss. The Abyss Lector seems to be a more spellcaster-y version of the Abyss Herald, and are only found in the Spiral Abyss, a very combat-oriented part of the game that I really haven't touched all that much. I really do like the design of this guy, though -- like the Herald, his mask covers his entire face (or is his mask his face?), but the Lector's weird metal beaked mask looks so much more sinister. He's got some neat accessories, too, like that huge star-book or the spiky wheel thing that so many video game characters have hanging on the back. But my favourite part of the Lector's design are those glowing space-cape things that the Lector shares with Paimon and Dainsleif. Currently, the Lector is only found in the Spiral Abyss game mode. 

This specific Lector is of the 'Violet Lightning' variant, manipulating the element of Electro, and judging by his page in the Wiki, every single line out of this guy's mouth is pretty fun, hammy priest-like lines like "grace be upon you!" while they launch thunderbolts to murder you. 

Dragonspine Defense Mechanism
Not counted as an enemy and not having an entry in the 'archive' section of the game are these things, which, I guess, are counted more as obstacles by the game? They are found in the ruins of Dragonspine, where they float up from little recesses built into the ruins, and open up and hover around as these triangle-flower things that shoot lasers at you. That more or less sums it up -- it's presumably built by the same ancient civilization that made the Ruin golem-robots, and is just there for flavour. It's pretty rudimentary, admittedly, but I'm not sure why the game doesn't really acknowledge this thing. Oh well. It's neat. 

The Great Snowboar King
Sort-of kind-of a 'bonus' boss, the Great Snowboar King is part of an honestly minor but delightful sidequest in Dragonspine, which has a cook tell you to go farm snowboar meat. I don't include the many 'flavour' animals in here that really don't count as enemies, though among them the boars are the only thing that could conceivably hurt you -- though their damage is extremely minimal. Well, in true Zelda fashion, you can encounter the Great Snowboar King after killing one too many Snowboars. It's a big boar that summons little boars or stampedes around and causes icicles to fall. Not too much to say, honestly, but it's funny and a pretty memorable encounter. 
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Bosses:

Pyro Regisvine
Bosses now! This guy is a fire themed version of the Cryo Regisvine which we covered a while back. This guy hides in Liyue! I don't really have much to say here other than it's basically the same thing but with fire, but I respect the bosses enough to at least include them when they have an alternate-element reskin. 

Andrius, the Lupus Boreas
It is very interesting to note that this game doesn't have a 'wolf' model! Despite having an area called Wolvendom, and having a small quest-chain revolving around one of the collectible characters, Razor, who is a boy raised by wolves. But in every single cutscene, his wolf-pack is always conveniently offscreen. Anyway, Razor's storyline eventually leads us to confront this guy, Andrius (the story usually calls him by his title instead, 'Lupus Boreas'). Andrius is one of the Four Winds of Mondstadt -- the dragon Stormterror is another member of the Four Winds, which are servitors of the Anemo Archon. He's a huge wind wolf ghost god! After the Razor quest, Andrius becomes one of the overworld weekly bosses that you can beat up and farm for materials. 

He sure is a pretty cool anime wolf! I honestly really don't have much to say about him other than 'he's really fucking cool', and that wolves are cool, and that the white-blue-dark-blue colours make for a pretty good combination. Anyway, fighting him is pretty cool -- it takes place in his personal arena with fog, and Andrius just zips around the arena and at some points melds into the walls of the arena. I kind of want to say that he's got one too many details, but in motion all of the stuff that sprout out of him do move pretty fluidly and does make him feel like the embodiment of winter winds. Ultimately it's kind of a simple design, but I do like him. 


The Elemental Hypostases
A quartet of bosses that just show up in different fixed locations in the overworld are these elementals called Hypostasis. So far, there are four of them -- the Anemo, Electro, Geo and Cryo. While idle, they look utterly bland. It's just a small d10 crystal surrounded by a set of cubes, right? And then the fight begins, and I absolutely love the animation that they have for them. Mostly just how the central crystal core manipulates the cubes around it, which shrink and transform into giant hands or tornadoes or drills or wheels as the fight goes on. The four of them could've reused animations, but they didn't, and I appreciate them so much for it. Obviously, the glowing crystal core is the weak point, but they move around so much and the rest of the cubes float around to protect the core. Each element also has their own special skill, and one of the things they have in common is that when near-death, they try to absorb their own element from around them and you must shatter those elemental clumps to prevent them from restoring themselves.

It's frankly a bit hard to put into words just how they move -- google or youtube the Hypostasis boss fights to see just how neat the animations are. My favourite has to be the Electro one turning into a pair of scissors or a giant fist! And that alone really ends up elevating these things into being far more memorable than they would've been otherwise.

It's also rather interesting that the game actually gives them 'code names'. Who gives them names? Is there an organization that goes around assigning Code Names to every elemental geometrical pile that forms? The Electro, Cryo and Geo ones have pretty cool code-names: Aleph, Daleth and Gimel respectively. But the Anemo Hypostasis? Her name is Beth. Yep! That's kind of cute. One of the flavour text note that they have 'abandoned their former appearance and biological structure' to reach a level of elemental purity. Are these once humanoid or animal-like, then, instead of being wild conglomeration of energy like the Slimes?

Primo Geovishap
I think why I'm so underwhelmed with the mature Geovishaps (and probably why the dseigners didn't make it all that impressive) is the fact that this guy exists. The Hatchlings are cool and cute in their own way, and Primo here is truly badass. Mature Geovishaps just look like rather bland spiky Godzilla ripoffs. The Primo Geovishap here actually has a small quest chain that you need to do to activate his boss fight, which is something I appreciate a lot. So apparently all these Geovishaps were once sealed beneath the land of Liyue, and after adapting to their environment they can finally burst out of it. There's also apparently a dragon lord of these Geovishaps sealed underground. That seems to be a running theme for the land of Liyue, where the local Geo Archon have sealed a lot of his old enemies under the ground.

Primo here is interesting, too, in that its stone spikes can glow and transform into one of four other elements (fire, water, ice and electric) and to ward off its elemental attacks you need to bring a character capable of generating shields. There's honestly not a whole ton for me to say about the design -- it's a pretty cool rock dinosaur-dragon monster! Love his tail and his face, no real complaints here. 

Oceanid (and Hydro Mimics)
Yet another 'world boss' is the Oceanid. Or, rather, an Oceanid. Her real name is Rhodeia of Loch, the Voice of Water. Apparently there's a whole race of these Oceanids from the Hydro-based region of Fontaine, but this is the one that we can encounter, having made a lake in Liyue her home. And... she's a cool creature! She has like the body of a fish, and wing-like arms ending in fins. She's got this cool white collar and a single glowing eye... that's  very cool head! The end result does make her look like a gloriously terrifying fishy water-angel being. I think Oceanids are also elemental creatures of some sort, though far more talkative and sentient compared to the Hypostases or the Eye of the Storm. The lore notes that Oceanids are associated with bodies of water, particularly pure ones. 

And, interestingly as a boss, you don't actually fight Rhodeia herself. She just hovers around making angry proclamations as you stand on a battlefield at the center of her lake, and she just summons wave upon wave of Hydro Mimics. There are around eight variations, each based on a certain animal, and each of them have their own attack patterns. It's interesting because Genshin Impact have, for the most part, actually stayed away from the trope of having regular animals (or giant animals) be enemies. None of the wolf/bear/boar trifecta so common in other role-playing games, and most animals are non-hostile or not dangerous. But the ones the Oceanids summon? They're massive. They range from being creatures that you meet like boars and cranes, to oversized versions of critters like frogs and crabs that only exist in the game to harvest for food. It's an interesting way to reuse assets, if nothing else!

Hydro Mimics themselves don't get an entry in the archives, since they're mostly tied to the Oceanid's boss fight, but several story quests where you investigate areas infused with water energy -- like the limited event archipelago that rose from the depths of the ocean, or a character story quest where you investigate a location recently vacated by a whirlpool god-demon -- has you encounter a couple of individual Hydro Mimics.

Tartaglia (a.k.a. Childe)
I debated putting one of the bosses that you fight at the conclusion of Chapter I-III in here, because he's basically just a dude and the fact that he's a boss fight is kind of a spoiler, but if you got this far I'm going to assume you really don't care all that much about spoilers. I still won't talk about too much about the actual story itself, other than the fact that this guy turns out to be the main antagonist. Or, well, one of the main antagonists, anyway. Childe, or 'Tartaglia', is the Eleventh of the Fatui Harbingers, basically the Espada-from-Bleach-esque organization that I'm assuming going to be a once-per-act antagonist. Oh, and you can play him if you're lucky enough to get him from the gacha system -- these sort of games are weird that way where you can play with any playable character you get from the random lottery, but they also have their set roles in the story. Don't think about it too much. 

And I really don't want to review the human or humanoid characters in this game -- at some point it'll devolve into me talking about their fashion and skills and their role in the story. And Childe? Childe is a pretty typical handsome anime dude with a dapper suit and scarf. He's not my favourite character design in the game, but he's cerrtainly got style. And he's cool and everything, but as an enemy he's just a dude that creates weapons out of water and lightning. Sometimes he summons giant water whales, and he has a second phase where his suit becomes black and he swaps elements. 

And then he goes into his third phase, which is really the only reason I'm putting Childe here. By using something called a 'Delusion', Childe transforms into this very cool Final Fantasy boss that's got a cape of galaxies and a full-on Super Sentai villain outfit. It's actually appropriate for this game, if we're being honest, and I do like that the mask that hangs on his human form's hair transforms into a full-on demon mask with a single glowing Zaku-esque eye. This little addition (which, naturally, you can't actually play as in-game as far as I can tell) elevates him a bit more. It's no Sephiroth, but it's a lot cooler than just having the fight be purely against a dude with water blades. 


Azhdaha: Sealed Lord of the Vishaps
The fourth 'weekly boss', Azhdaha is unlocked only after you complete a certain character quest. Borrowing his name from a Persian mythical dragon-serpent, Azhdaha's boss fight is unlocked after a character story quest, which I found to be pretty damn awesome. The story itself had themes revolving around the concept of an immortal being of stone having its memories ground and eroded away by time itself, which is a pretty depressing story. The end of Azhdaha's story also has a bit of a theme surrounding a real-life Chinese proverb, 'drawing a dragon and dotting the eyes'. It's something equivalent to a 'finishing touch' in the English language, where the proverb's original tale was that there was an artist that had a great talent for drawing dragons, but his drawings would come to life once he painted the black dots for the pupils -- describing how a simple act can truly make elevate a work into a masterpiece. 

And that act was basically how Azhdaha was 'born'. Depending on the storyteller, he was born as either a mass of pure elemental energy, or a blind rock dragon. The Geo Archon Morax took pity on him and granted him sight, but while a loyal servitor of Morax for a long time, eventually time eroded his memory, and he began to attack the humans of Liyue (who, to be fair, was exploiting his home as well). Morax was forced to seal him beneath the ground alongside many of his other enemies. Azhdaha waits in his prison, swearing vengeance on Morax. The giant tree under which Azhdaha is sealed is actually a location that's present in the game since its launch, and references to the ancient sealed dragon slumbering underground wanting vengeance is found all over Liyue months before Azhdaha himself debuted. His story is also very interesting, with no real explicit 'bad guy' and Azhdaha's anger being both justified and also something that the protagonists really can't allow to happen. 

Pretty cool backstory, I have a weakness for both dragons and for the 'sealed ancient evil' tropes. And Azhdaha is a very, very cool giant kaiju-dragon! And, if you couldn't tell, he's the extra-powerful version of the Geovishaps we've been fighting. Turns out that even the Primo Geovishap isn't the most powerful of the Vishaps! I didn't quite realize that the official Genshin channel actually shared an amazing 20-minute video about the design of this boss, which is a great, great amazing insight into the work that comes into a one-off boss like this. I love the giant rock-horns and the massive underbite, and I also really love the little detail that his tail sprouts into a beautiful tree. Just like the Primo Geovishap, Azhdaha's tail-tree glows differently every time you face him, since he can channel different elements. My favourite part of Azhdaha, though? As pointed out by the design video, Azdaha combines a lot of features of snapping turtles, alligators and specifically stegosaurs in order to both show off a unique draconic body shape. I like that they explicitly noted that earlier Chinese mythology is a bit more fluid on what constitutes a 'dragon', which gave the design team carte blanche to be as creative as they want in the purpose of making Azhdaha look unique compared to the other dragons and rock-monsters in this game. 
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The Adepti
I'm a bit hesitant on whether to include these as 'monsters', but I think I'm obliged to at least talk a bit about the 'Adepti'. A group of magical beings and gods, the original Mandarin term that's used here is '仙' (xiān), which I've seen in many other works to be translated as 'immortals' or sometimes 'hermits' if it's exclusively referring to humanoids. The term adepti/adeptus (sometimes 'adeptibeast') used in the English translation of Genshin, I believe, is taken from the term "Taoist adept". Okay! There are a lot of these Adepti, and I love just how varied they are. It's a very common trope in Chinese myths and legends to have animals who have 'ascended' to gain sentience and immortality. 
 
The Adepti are a major part of the Liyue campaign, being deities that live in the land and being characters that you must recruit to investigate the huge events that take place there. I only picked a select few to showcase here -- Mountain Shaper, Moon Carver and playable character Xiao, and I love how a lot of them are just regular animals that have some additional inhuman qualities. Mountain Shaper and Cloud Retainer are just cranes with more elaborate designs, but Moon Carver is a dear with a mane that looks like it's made out of leaves, horns that glow and a flaming covering around his legs. And Skybracer is just an absolutely splendid looking glowing deer. 

In addition to the ones here, we also have a bunch of major humanoid (and collectable) characters that also count as Adepti, which I am hesitant to really cover here because, well, they're just pretty cool-looking characters -- we'll probably talk about them in the future. 

Osial, Overlord of the Vortex
We'll end this off with the technical 'final boss' of the Liyue chapter, Osial. Or, well, a cinematic boss, anyway -- Childe's really the big bad there. After your character beat up Childe, he unleashes this sealed god, who has been trapped, slumbering under a prison of rock after an ancient war of gods. Osial himself is more of a NPC and it's the combined forces of all the various humans and Adepti of Liyue that takes Osial down -- your character's role in this one is to beat back the other lesser enemies that are trying to screw with your allies. Which I would complain as being a letdown... if the cutscene teams weren't so great at animating the effects done by both Osial and your magical allies. It's pretty cool, and just google the cutscene. It's pretty nice to watch even if you never plan to play the game. 

Osial himself (herself? Themselves?) is a very interesting creature. We never quite see a full body, but I assume the sea itself is his full body. He manifests in the form of several absolutely massive serpentine heads made out of pure water, and Osial's appearance really puts to scale just how massive he is, with one of the heads swimming under the ocean's surface and making islands and boats look miniscule in comparison. The heads of Osial could just look like a generic snarling dragon or sea serpent and it'd be acceptably badass, but the designers make it look more eerie by not giving the heads any visible mouths. I'm not sure if it's based on any specific type of fish, but the heads do remind me of some sort of loach or catfish, and that, I feel, works a lot better at making Osial feel a bit more unique. The beady dead-fish eyes make Osial feel more like a mindless force of nature intent on flooding Liyue more than more intelligent angry hydra-dragon eyes would, I feel. 
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And... and I think there are a couple other monsters I could talk about. I could go into more in-depth into the real-life inspirations behind Xiao, Qiqi, Ganyu and Yanfei. I could talk about the Ars Goetia and the characters who borrow names from that. I could be pedantic and talk about the one-off Millelith guards or the half-dozen Treasure Hunter and Hilichurl variants that I've met since. And I know I'm still missing two or three monsters from my little not-pokedex... but I feel like this is a nice enough place to stop off. We'll cover whatever I missed whenever I do a third part of this, which could be in a couple of months depending on how much new creatures the Inazuma expansion gives us.