Wednesday 26 June 2024

Reviewing Monsters: Final Fantasy XII, Part 1

So this has been a long time coming, and... it's mostly really due to me taking forever to get through the 'tutorial' and 'prologue' segments of Final Fantasy XII: The Zodiac Age. It's been a game I've been itching to play for a long time, and I'm pretty sure I brought this Switch cartridge in 2022 or something. But the opening for this game... took a while, yeah? A combination of the cutscenes with many characters and nation names that I have no idea about being tossed at me really ended up kind of overwhelming me a fair bit, and it took me a while to finally get pass the actionized tutorial. And even more to get through the rather bland Vaan opening scenes. (Vaan is a very boring protagonist, and I'm unfortunately saddled with him right after I got a bit excited about the more interesting kingdom-civil-war setting established in the prologue). And another read-up through the Final Fantasy wiki to be sure about the characters I'm watching in those cutscenes are who I thought they are. 

But one Persona 5 and one Pokemon Violet later, and finally I'm starting this game. And one of the bigger appeals of FFXII is the fact that this is a game that's apparently a bit more lore-heavy in terms of the politics and setting. As well as a bestiary that's probably one of the few times in Final Fantasy that we actually get to learn a lot more about the monsters beyond enemies to fight!

And I could go on a bit about FFXII's story so far and how I find it and how annoying Vaan is, but we're here talking about the monsters, so let's talk about the monsters!
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Imperial Swordsman
  • Classification: Archadian Empire
  • Genus: Imperial
The game starts off with a bit of a extended prologue/prequel/tutorial starring a couple of decoy protagonists just to show us what the state of the political wars in the world are like before throwing us to into the shoes of a more typical JRPG fantasy protagonist, and we get to fight these Imperial Swordsmen, representing the kingdom of Archadia. They have nice helmets, but I really don't have much to say about them. Presumably, we'll meet actual characters as enemies and bosses? I never have much to say about humanoid characters if they don't do something interesting with them. 

Air Cutter Remora
  • Classification: Archadian Empire
  • Genus: Imperial Armament
And I'm going to assume this is a tradition for all Final Fantasy games, but we have a huge, visually impressive boss that dies rather quickly in the tutorial segment. for FFVII we had the Guard Scorpion, and FFXIII had the Manasvin War-Mech. FFXII throws Air Cutter Remora at us, one of the Star Wars-esque gunships that take part in the badass cutscene right before the gameplay, and... it sure is a sci-fi spaceship! It's kind of interesting that this gunship is supposed to be like, some kind of an object to take part in more close-quarters combat compared to modern fighter jets and bomber planes? It's hovering vertically and shoots things down like a floating tower. 

I actually don't have much to say here either. It sure is a floating thing that shoots missiles at my party!

Dire Rat
  • Classification: Beast
  • Genus: Rat
And after we gain control of the (supposed) main character, generic adventurer peasant youth living in the slums of a city oppressed by an empire, Vaan Ratsbane, we see him immediately fighting rats. Interestingly, these Dire Rats are actually called "Wererats" in the original Japanese version of Final Fantasy XII. While visually they do look like just big rats, I do like the sinister implication that these rats that Vaan casually murders are actually transformed humans. 

The Dire Rat is described as being a vile creature that lives in the sewers, and while the humans have been trying to eradicate them, their rate of reproduction always causes the population to boom back up. 

Oh, yes. Unlike the other two Final Fantasy games I've played and reviewed on this site, Final Fantasy XII actually has a bestiary. Each monster gets two pages, with the second page (usually being more flavour-related; the Dire Rat's talks about rat tails being used for nasty-tasting potions) only being unlocked when you kill a certain amount of that enemy. Lovely! Each monster also has a 'genus' and 'classification' listed among them, and if you can tell from my Pikmin reviews, I love fantasy settings with a working taxonomical system!

Wolf
  • Classification: Beast
  • Genus: Wolf
Oh yeah, that's... that's not a 'wolf'. Where the rat does still look like a regular human-world rat (albeit with glowing eyes), the Wolf here only has the silhouette and body layout in common with wolves from our world. What a head it has. It looks more like a cross between a dinosaur and a bat, with a jagged, grnning mouth; a chunky lower jaw; what seems to be hardened upper part of their heads; unnaturally small beady eyes; and weird fin-like ears. 

Interestingly, from the lore, the Wolves of Ivalice are recorded to have once lived in close harmony with mankind... but eventually were driven out into the wilderness, at which point they began preying on monsters and this act caused the 'arising' of diverse strains of wolves, transforming them from just regular wolves to wolf-like monsters. It's like a reverse domestication, only instead of breeding wolves into adorable pet breeds like chihuahuas and bulldogs, these wolves are independent and transform into Greymon-headed violent bastards. 

Cactite
  • Classification: Plant
  • Genus: Cactus
The setting that the first parts of the game takes place in, Rabanastre, is in a desert town. And in addition to the wolves, these Cactites are extremely common weak enemies. I do like how they look, it's just a giant cactus stem with stubby legs and long arms, and Cactites just sort of walk around and wave their hands and mostly minding their business. While I enjoy my more 'monstrous natural anatomy' plant monsters, I do also enjoy plant creatures like these that just have a cartoon face. 

Cactites are described as 'mean-spirited' (though their in-game behaviour is more cowardly) and lacking of intelligence to do actual damage to humans. These Cactites are the smallest 'sproutlings', however. The lore then proceeds to describe about how some rare strains can sprout a valuable scarlet flower that's a highly vaunted for being a sign of good fortune to "young lovers with a tolerance of needles". Haha!

Cockatrice
  • Classification: Avion
  • Genus: Cockatrice
Oh, okay! The Cockatrice in this game is an early enemy and it's just... a mean-ass looking chicken. A fat, mean-ass looking chicken without a neck. No snake parts, no stone-petrification eye beams. Okay! As an early fat bird-themed enemy, I actually do find the Cockatrice to be absolutely charming, particularly since they move around by rolling on the ground. Ha! I like how this thing still looks like a chicken but with all the parts mutated somewhat grotesquely. They did a great job at making that face look mean, and I like the tiny dinosaur claw-fingers. 

The Cockatrice's profile describes some of its biology, which is fun. They didn't need to put any of these in, but I just love it. The Cockatrice feed on smaller animals, spitting out a sticky saliva and keeping these trapped prey until they are hungry enough to feed on them. Sort of like how certain spiders keep around coccooned-up prey in their web. Also, while the Cockatrice obviously can't fly with those tiny wings, apparently they have swollen air-sacs that allow them to float into the air when there are drafts to spy for prey. Okay?

Interestingly, later on as we go to small villages in the desert regions, there are a couple of villages where they rear Cockatrices just like regular chickens!

Rogue Tomato
  • Classification: Rank I Mark
  • Genus: Deadly Nightshade
Our first 'mark', or bounty, is the Rogue Tomato here that has been menacing some local merchant. Apparently this is a member of the 'Deadly Nightshade' family, and the lore book describes that because it's an outcast of its people, it has lost certain 'powers' it wielded with impunity, which I'm going to assume refers to some kind of more powerful variant of the Nightshade genus/family that exist in the game?

The Rogue Tomato is a very cute design! Its head is just a tomato with a giant maw stretching like a hideous, demonic smile. Its body is some kind of straitjacket puppet, and its legs look like either bird-feet or twigs. It's a very fun plant monster, a simple and memorable design!

Wild Saurian
  • Classification: Dragon
  • Genus: Tyrant
Each overworld area has a particularly powerful monster that outclasses your current level, and basically is unbeatable until you grind up a lot and come back. For the first area, it's pretty simple -- a giant blue T-rex looms and stalks the area, far more powerful than the fat chickens or mutant wolves around. And it gets the point across! A giant, roaring dinosaur generally does. In addition to just having a buttload of stats, the Wild Saurian is able to eat wolves to buff itself. 

The Wild Saurian is considered a dragon, and it's noted that the dragons used to rule the land until a 'war with the gods' dwindled these dragons' numbers down to a number of their former glory. The lore description talks a bit about the anatomy of the T-rex, but also the fact that apparently their bones are really hard to get rid of, which is sometimes a problem in expanding into the wilderness.

There are a couple more 'giant' enemies in the desert areas I've explored, but I've only 'spoiled' myself in the wiki for the Wild Saurian and I'll wait until I actually meet and unlock the bestiary entries for the other big enemies before I review them. 

Hyena
  • Classification: Beast
  • Genus: Wolf
Oh yeah, this definitely isn't a 'hyena'. The mottled spots and shaggy hair on the Ivalician Hyena's body certainly fits with those in our world, but the Hyena has gigantic tusks that point downwards from the back end of their jaws... and most interestingly two giant bone-horns that sprout out from its head. The end result makes it kind of look like a Hercules Beetle with how they are curved. 

The Hyena is the next version 'up' in the Wolf family, which I'm going to assume shares skeletons and movement animations. They are fierce hunters, though they also scavenge just like our-world hyenas. The horns are used in particular to fight against larger opponents. Rather wacky for the generic animals you see at this part of the world. I like it. 

Also, in addition to the regular version of the enemies found in the wild, there are also apparently more powerful variations like the Alpha Hyena that hang out with their lesser brethren. These slightly differently-named variants aren't registered in the bestiary as a separate entry, but me being me, I'll acknowledge them here. 

Happy Bunny (a.k.a. Giza Rabbit)
  • Classification: Beast
  • Genus: Dreamhare
Known as 'Giza Rabbits' in the overworld and 'Happy Bunny' in the lore book  are these... interesting creatures. From a distance and from the back, they look like a cartoony rabbit -- see those giant ears attached to a big fluffy body? The actual appearance is a bit more different, with the main body of the Giza Rabbit being an impish humanoid thing. The rabbit body is a giant ball of fur sprouting from the back of his neck, and the ears look more like antennae or horns the way they are attached to this guy's head. 

The lore gives us a rather surprisingly disquieting backstory. The Giza Bunny is a 'fiendish creature taking the form of an adorable bunny'. And for that, it is all the more fiendish. We don't actually learn what else makes them fiendish other than this, although since they're technically as powerful as the rabid cockatrices and dinosaur-horned hyenas, it could simply mean that people thinking that they're about to hunt an easy bunny to make soup for dinner get a nasty surprise. 

The 'Happy Bunny' is apparently called Giza Rabbits or Ozmone Hares depending on where they are found, even though they are the exact same species and can even migrate from one place to the next. A lot of animals, particularly insects and fish, have so many different names and are thought to be different animals entirely when they migrate, and I thought this was a cute little detail (while also presumably allowing the designers to do a two-in-one enemy).

Urstrix
  • Classification: Beast
  • Genus: Urstrix
Urstrix here is... literally called "Owlbear" in the original Japanese version. In just a transcribed English word. I keep forgetting that the original Final Fantasy is literally just borrowing the Dungeons & Dragons bestiary, and I actually do like that FFXII's interpretation of the Owlbear (or 'Urstrix') is so... lanky looking! It looks less like an owlbear and more like a wretched owl-man, with that torso and upper legs looking rather humanoid. I like how nasty the owl face looks, particularly with those giant eyebrows, and the way those raggedy wings are splayed out does give the impression of a creature that's been sweltering in the desert heat for a while. 

The lore gives us an actual backstory for the Urstrix. They are originally the equivalent of the 'canary in a mine', where they are taken into 'magicite mines' to look for the presence of toxic fumes. But because these are magic toxic fumes called the Mist (which presumably will show up in the game story later) instead of killing the canaries, it mutates their children into the Urstrix, which are so monstrous that even their parent birds panic and abandon them. 

Thextera
  • Classification: Rank I Mark
  • Genus: Mutant Wolf
And our second Mark is Thextera, a giant mutant repaint of the Wolf. And a giant wolf alone wouldn't be too special, but look at the colours of this motherfucker! Stand him up on two legs and he could hang out with superheroes! The leopard-coloured fur on the front and the zebra-like back is fun, but I think it's the fact that the tips of all four of his legs look like he's wearing socks. Neon green socks, which I think brings the design together. This looks so unnatural and bizarre. I like it. 

The Thextera is explicitly noted in the lore book as a 'Mutant Wolf' genus, because a larger size and rainbow colours counts as being mutated but those dinosaur dragon horns on the Hyena's heads aren't. Apparently, the mutation is caused by that monster-creating Mist. 

Sleipnir
  • Classification: Beast
  • Genus: Sleipnir
Oh, mutant horse! From a distance, the Sleipnir (named after Odin's iconic horse from Norse mythology, natch) has the silhouette of an armoured horse. Sure, one with a particularly spiky armour that would look more at home on the fences of a grand gothic castle as opposed to armour on a horse... but take a closer look and the Sleipnir looks a bit more nasty. Just... just look at that mouth! That doesn't look like anything a healthy horse should have. The mouth also terminates around halfway through where the armour ends, making it look like the armour is crafted for a much bigger horse than this thing. Very monstrous, it looks like a mutant pillbug or some such.

And there's the question as to how the Sleipnirs got their armour anyway, and it's implied that it's actually a natural growth from its body? The lore for the Sleipnirs is that they were once the result of a program to create a powerful breed of war-charger horses. However, over time, the kingdoms that created these powerful cavalries are gone, with only the feral remnants of their horses running rampant in the wild.

Steeling
  • Classification: Avion
  • Genus: Steeling
Just called "Steel" in Japanese, we get our obligatory 'bat' enemy... but what a fun creature this is! Identified as part of the 'avion' genus, the Steeling is technically a bird if we take that classification seriously. But while it does have giant bat-wings (or dinosaur wings, I suppose, if its anatomy is more bird than mammal) its body isn't like the shape of any bird in existence. In fact, it's more like a flattened snake, or a mutant manta ray, with a long, wide mouth at the end of a flat body. It actually kind of reminds me of 'Minazuki' from Bleach, a giant manta ray monster. 

The Steelings are noted to feed on 'life-humours' of other monsters, but the lore page actually talks about just how much the in-universe literature overhypes and demonizes these animals as if they were 'guided through the black by the devil's hand'. Which is true to a lot of creaturse in our world, too. 

Ichthon
  • Classification: Ichthian
  • Genus: Piranha
The Dire Rats and Steelings hang out in the massive sewers underneath the city, and among those are the flying fish called the Ichthon. Or 'Killer Fish', in the original Japanese. These guys, despite their fearsome appearance and look, are actually docile and aren't aggressive unless you attack them first. 

Their anatomy is a bit hard to follow in this official render, but it's basically a long fish with wing-like fins, and one gigantic underbite with some orc tusks. The long downwards-pointing hairy spike is perhaps one detail too many, but it definitely adds to the savage-looking monster fish. Ichthons feed in shoals and the game notes that they are part of the 'piranha' class... except these are fantasy piranha that can hover above the water, and apparently hordes of Ichthons can devour beasts as large as the Wild Saurian above. 

Gigantoad
  • Classification: Beast
  • Genus: Toad
Oh, I like the Gigantoads. They're an annoyingly bulky enemy in-game, but I do like the design. It's supposed to be a 'toad' monster, but other than the raggedy brown colours, the neck-sack and the general shape, it's as much of a toad as the 'Hyena' monster above is a hyena. It looks almost dinosaurian or even demonic, with tiny beady eyes that look unexpectedly intelligent, giant bull-horns that curve upwarsd, almost reptilian-looking claws and a mouth that looks like it's sneering at you. 

The end result is surprisingly threatening-looking for a monster that's meant to just be a common enemy, but I do like the effect. The clan primer (our 'bestiary' book) describes how the giant sac in the Gigantoad's neck is meant for males to create sounds to attract females. The horns are also unsuitable for combat, and are insetad used to mark territory with gouges on trees. It's actually kinda cute -- the horns aren't really pointed the right way to pierce enemies anyawy, and a toad's body isn't meant to facilitate headbutts the way a deer or a bull would. 

Wait, are the demonic-looking horns supposed to be a riff on how some toads have horn-like protrusions above their eyes? I just got that. 

Flan
  • Classification: Amorph
  • Genus: Flan
One of the minibosses in the 'sewer' dungeon is the Flan (or 'Pudding' in Japanese), a recurring enemy in the Final Fantasy series after the first game used the four classic Dungeons and Dragons slime names for their slime enemies. Obviously, out of the four, 'Black Pudding' was the one that caught the fandom's attention, eventually mutating into a recurring 'Pudding' monster coloured rather deliciously like Japanese pudding. I love this origin story, and I love how the original intention of homaging a different source material ends up mutating into an endearing little critter here. 

I much prefer the name 'Pudding' because it's what this thing is supposed to be, but 'Flan' is also an endearingly dorky name. FF12's Flan is just an adorable blob monster with a charming slime monster mouth. It's got lumpy protrusions around halfway down its body that it uses in its attack animation, spinning around like a buzzsaw. The lore notes that the Flan is self-reproducing, absorbing prey and increasing its mass until they reproduce by what's essentially mitosis, and research notes that they are strikingly similar to the enigmatic Mist, meaning that these are probably more 'pure' monsters that aren't just a funny mutated animal. 

The second lore page notes that Ivalice's flan/pudding-the-dessert is actually designed in homage of this monster in this universe, which became extremely popular. But... considering the colours of Flan-the-monster, and the fact that we fought them in the sewers, the brown bits on top of the Flan's head is very likely not caramel syrup and just amalgamated poopie. Not quite as appetizing now, yeh?

Tuesday 25 June 2024

Reviewing Monsters: Horizon Zero Dawn, Part 2

Part 2 of my coverage of Horizon Zero Dawn's monsters!

I talked about the general summary of the premise of the game in the first part, and since this article is more about the monsters than the story, I shan't repeat myself here. The tl;dr is... well, machines take over the world, reducing humanity into an ancient tribalistic society living in the bombed-out ruins of our 'modern' day world!
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COMMUNICATION-CLASS:

Tallneck
While all of the Machines we've talked about in the first part of this review series are mostly 'Acquisition-class' machines, which meant that their primary function is to gather resources from nature, and using, like, drill-bit mouths as weaponry against fleshling hunters is just a bonus. But there are a couple different subtypes... and perhaps the iconic monster from the trailer is the Tallneck here, the one and only member of the Communications-Class unit. 

And what a design this is. It looks like a giraffe, or a brachiosaur, with long towering legs and a multi-jointed neck that leads up to a head... but instead of a regular equine or dinosaurian head, the Tallneck has a gigantic Enterprise-looking disc that just visually communicates (heh) that this giant walking machine is one that doubles as mobile signal towers. It makes sense for a race of robots that have taken over the planet to want to keep interconnectivity with each other, allowing all the tiny robot animals we've been talking about (and we'll continue to talk about) to stay within what's essentially the Wi-Fi range.

But what a great design this was! And I'm not just saying about just how spectacular it looks in the original trailer that Horizon Zero Dawn showed off, where the Tallneck herds were the money shot... it really does communicate the quintessential theme of these animal machines from the Horizon-series. They look and behave similarly to familiar animals in our world... but there's just such an alien feel about them. The Tallneck, meant to be more part of the scenery and the immersive world than an actual enemy to be fought and slain -- their functions are similar to the 'fog of war tower' that is popularized by games like Breath of the Wild -- only it really does make so much sense that Aloy climbing up the giant radar-dish signal tower would allow her to download all the information in the map! 
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COMBAT CLASS:

Sawtooth
With that little detour with the Tallneck, now we're going to talk about the Combat-class Machines first, which... is exactly what it says on the tin. The Machines deploy the Combat-class Machines essentially as security guards for their Acquisition-class brethren.

The Sawtooth is the weakest of these, but essentially serves as a 'wake-up call' boss for Aloy as you play through the story, since they're far more aggressive and far harder to take down with sniper shots. The Sawtooth is based on a saber-toothed tiger, though it's got a mass of random saws and blades in its mouth and a pretty cool set of 'whip-tails' on its back. 

Ravager
The upgraded version of the Sawtooth is the Ravager, and the general design is basically more lupine and far more cohesively-built compared to the more ramshackle-looking Sawtooth. I do find it a nice detail that apparently the Machines started pumping out more Ravagers and phasing out Sawtooths, and by the time the sequel game Forbidden West rolls around, Sawtooths are essentially 'extinct' or, well, I guess 'sunsetted' as a product by the Machines. 

The Ravager looks cool, of course, because wolves are cool and robots are cool and stuff, but I felt like the Horizon team could've done a bit more? I otherwise don't have complaints about it. Wolves are very intuitive for us to grasp as being big angry scary predators. In addition to being a big metal wolf that can ravage (heh) any threats to the acquisition-class Machines, Ravagers are also equipped with a rapid-fire pulse cannon. 

Stalker
Based more on a panther or a jaguar, the Stalker... well, does what it says on the tin. It stalks prey with some stealth camo technology, placing mines all over the place as it sneaks around you. A lot of the Machines we've seen so far seem to be built for efficiency and sturdiness, but I really like how dangeously slender and lithe the Stalkers look like. It's also a bit jarring to see the jet-black armour pieces on the Stalker as opposed to the generally sterile-white armour of the other Machines. 

The Stalker's eyes are also really weird, being giant bug-like hexagonal pieces, and it's got two large mandible-like protrusions and a super-long tail. The end result looks a lot less like any real-world animal -- which has been the rule that the Machines have been following but they didn't really have to. The Stalkers are deloyed in dense-jungle locations where their stealth circuitry works best, and have the ability to drop mines -- which will attract the entire swarm of Stalkers to the location when triggered. 

There's also a 'rumbling' sound effect that is ever-present whenever your character walks into Stalker territory, and I do like the idea that it's not hard knowing that you're being stalked by a Stalker... but you don't know how the size of the pack. Pretty cool looking. I like this one. 

Scorcher
The Scorcher here is only introduced in the DLC, but I thought I should cover it after talking about the other four quadrupedal Combat Machines. Looking a bit more like a wild dog or a hyena, the Scorcher's got a bunch of flamethrowers on its back to burn the shit out of you. 

I do really like the face of this thing, with the split lower jaw and the multiple tiny robot eyes in the place of a hyena's two regular eyes. Apparently, regular Ravagers are actually vulnerable to fire, so the Scorchers are the Machines' answer to that where they literally breathe fire on you. 

Stormbird
I don't actually have a whole ton to say about Stormbird here. It's a very cool-looking robot bird, like Laserbeak from Transformers... but it's also just a big angry metal bird of prey. And it's really cool, no doubt about it. It shoots lightning bolts, inspired by legendary Thunderbirds... but comparing the Stormbirds to other Horizon avian-based machines like the Glinthawk or the Longleg, there's just a bizarre lack of any of the quantities or features that made the Horizon Machines distinct. Place the Stormbird next to a random smattering of Transformers or Final Fantasy robot enemies and I wouldn't be able to tell you that it comes from a Horizon game the way that the Glinthawk or the Stalker or the Charger would have. 

All of these seem kind of mean, so I do still want to emphasize that the Stormbird is a very cool-looking robot bird! All the mean-looking angles and the sharp feathers and claws and stuff look great. I just felt like it could've had a fair bit more of its own identity. 

Thunderjaw
Where the Tallneck is a Brachiosaurus, the Thunderjaw here is the Tyrannosaurus rex of the game, taking a prominent role in all trailers or posters of the game that's trying to highlight the game's combat sequences. While being rather similar to the T-rex, the Thunderjaw is also remarkably different in many aspects -- particularly its silhouette when not moving. I do really like how they interpreted the dinosaur's powerful spine as, well, two giant spine-like 'tubes' on either end of where the legs are connected. It's a fun exaggeration of a Tyrannosaurus' actual silhouette, and I'm all for it. The infamous tiny T-rex arms are obviously gone, and instead of jaws the Thunderjaw's got a nice array of laser guns, cannons and even disc launchers on his hips. 

...which is totally a reference to Beast Wars: Transformers Megatron, which is a Tyrannosaurus rex toy that has disc launchers on his hips. That seems like too specific of a thing to not be a reference. 

Anyway, the Thunderjaws seem to serve as de facto bosses of several areas of the game, being powerful, fast and highly difficult-to-kill enemies. And honestly, you can't go wrong with the ultimate Combat-class Machine other than a robot T-rex death machine! A particularly well-worn individual called the "Redmaw" serves as a recurring boss in a series of sidequests.
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TRANSPORT-CLASS:
Shell-Walker
Of course, with all of these extreme focus towards resource gathering, a 'Transport' class is inevitable as a category of Machines. The Shell-Walker here is literally a giant box full of resources with a bunch of scuttling legs and two robotic arms ending with weapons... making it essentially the giant robot version of a hermit crab. It's a bit hard to realize here, but the Shell-Walker actually has a flat 'face' with triple-lens eyes on the right side of the box. The two orange arms end with, respectively, a shield generator and a lightning gun. 

These Shell-Walkers kind of mill about in convoys, and will very viciously defend their cargos. I do really like the idea of this mechanical creature that's super-focused at protecting its cargo, but making it look like an adorable robot crab is just a bonus. 



Bellowback
Probably the one creature on the game's bestiary that you can't instantly tell what it's supposed to look like. People have gone to speculate on some kind of dinosaur or other, but it's actually... an emu, according to the developers. Okay? The Bellowback's design is pretty interesting, with two bird legs and a giant cannon and a fan of those 'feathers' that spread out from the base of the cannon. Very fun and wacky-looking design. One thing that is perhaps a bit hard to appreciate from these still pictures is how big the Bellowback is. It's basically the size of a dinosaur! 

The idea is that the Bellowback specializes in carrying liquid cargo, unlike the Shell-Walker or the Behemoth below, and, again, kudos to the game designers for actually thinking of unique in-universe purposes for these creatures to do. The Bellowbacks are able to utilize these sacs and fluids to actually launch them at Aloy as an attack -- either flammable or freezing liquid, depending on which cargo the Bellowback is specifically carrying. Which... feels a bit counter-intuitive, honestly, since you'd think that the main priority of the Bellowback would be to secure the cargo. 

Behemoth
The 'boss' Transport-class is the Behemoth, which is ostensibly based on a rhinoceros but kind of lacks the horn. The Behemoth instead has a vaguely pyramid-shaped mass (with those cool split-apart robot lower jaws that so many of these Machines have) and a bunch of additional greebles that actually act as anti-gravity generators. It's such a weird thing to give to a rhinoceros enemy, but being a Machine whose main purpose is to transport items, it actually, again, makes full sense that the Behemoth here would use the anti-gravity for the admittedly very mundane-sounding purpose of lifting rocks. 

The Behemoth's main crate is located in its belly, and it'll totally ruin your day by either charging at you like a rhino... or launch rocks at you with anti-gravity. 
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CHARIOT-CLASS:
And now we go to the Chariot-Class Machines, which do contain a lot of story-related spoilers. I try to not talk too much about the spoilers (especially since there's still a non-zero chance that I play the game), but to my understanding these Chariot-Class robots are the originals -- designed by the Old Civilization (i.e. our modern-day society) as machines, until they went rogue. Their protocols to utilize biomass as an emergency energy source essentially got switched to 'always', leading to the near-annihilation of human society as we know it. 

There's a lot more that goes to what happened in project "Zero Dawn" and why these Chariot-class war machines all end up going dormant and replaced with the rest of the Machines we've been seeing throughout the game. GAIA's Machines (which are the ones we've been talking about) may be able to defend themselves, but it's not their primary objective and they're far more concerned about terraforming the ruin-blasted planet. Meanwhile, the Charios of the old world are designed to be fully weapons. There's a lot of context that we could go deep into, but I do think that it's quite enough to talk about the three Chariot-class enemies here!

Corruptor / FAS-ACA3 Scarab
The first weapon we're going to talk about here is the Corruptor. Or, since it was originally designed for modern-day humanity, the "FAS-ACA3 Scarab". The Corruptor moniker comes with the fact that a lot of these machines also corrupt and ruin the environment around them with nanobots. When it was designed as a weapon, the Scarabs were actually supposed to be support units, scuttling and hacking other robots and essentially forcing them to switch sides. By the time of Horizon Zero Dawn, this translates to the Corruptors causing the normally benign and only-aggressive-when-attacked GAIA machines to become hostile to humanity. 

It definitely looks kinda buggy, with multiple spider-legs and a creepy head that's perched on top of the spider-legs like a tripod and a scorpion tail, but that's the limit of mimicking a real-world animal, unlike the rest of the Machines' minions. All of the Scarabs that Aloy will find are buried, deactivated in the earth until they get activated to fight. It's still an animalistic enemy so I do appreciate that it's kept, but I also do really appreciate just how much different-looking the aesthetics of the Chariot-Class enemies are from the rest of GAIA's robots. 

Deathbringer
This one looks a bit like an upgraded version on the Corruptor, and where the Corruptors are approximately car-sized shock troopers, the Deathbringer here looks pretty cool as essentially a souped-up tank. Also known as the FAS-FSP5 Khopesh, the Deathbringer is a walking ancient weapons platform that launches a whole lot of missiles. The Deathbringer is probably the least animalistic of Zero Dawn's enemies, basically being just a bunch of guns on a revolving scuttling set of spider legs. 

That does make it both boring to talk about... if only the design of the Deathbringer isn't so over-the-top. This looks less like something from a quasi-realistic sci-fi and more like something out of Warhammer 40K, and I mean that in the best way. I love just how over-the-top this thing looks as a war machine. As the wiki tells me, "the head carries several formidable weapons: a flamethrower, a grenade launcher, a gun turret, a heavy cannon turret, a swarm missile launcher and a repeater cannon turret."

Metal Devil
Only seen partially and part of a major boss fight, the 'Metal Devil' or the FAS-BOR7 Horus are the giant, vaguely giant-squid-monster looking creatures that are the primary harbingers of humanity's doom. Whereas the Scarabs/Corruptors were meant to hack other war machines and the Deathbringesr/Khopeshes are just weapon emplacements, the Metal Devils are building-sized monstrosities that scuttle around and attack with giant tentacles to essentially break bunkers. And it's just really damn big, with many buildings and bunkers in the Horizon world bearing witness to the telltale drill-holes of these things. 

The Metal Devils are so big that they're not really fought -- only the tentacles of a partially-awakened one end up being a boss-fight. It's a pretty impressive-looking thing, how this giant thing is basically the equivalent of a slumbering Cthulhu-style Elder God in this setting. Because there are actually a lot of these Metal Devils slumbering all over the world after they ran out of power, and just one being awakened could really fuck up whatever is left of humanity. 
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Anyway, that's all I have for Horizon Zero Dawn! The game itself does have a sequel in Forbidden West, with its own new batch of brand-new robots. Maybe at some point I'll cover that too... but probably not before I try my hand at playing this game!

Sunday 23 June 2024

Movie Review: The Punisher (2004)

The Punisher (2004)

Punisher ver2.jpg
I reviewed this movie a while back in 2021, but I rewatched the 'extended edition' recently in my slow attempt to catch up with a lot of older superhero material. And... my opinions have changed a fair bit that I decided to re-write and re-publish the review of The Punisher 2004. Having watched the 1989 adaptation starring Dolph Lundgren also helped for me to get some new perspectives. 

Right on the bat, I do feel like 2004's The Punisher, starring Thomas Jane as the titular Punisher, ends up being a bit more faithful to the comics compared to the 1989 movie. Jane's Punisher actually goes around wearing the skull vest (albeit only in his first and last outing), for one. And we also get the appearance of some of Punisher's minor supporting cast from the comics (such as assassins like The Russian or Harry Heck; or ones like Mickey Duka and Specker Dave). Arguably, the movie also acts as a nicer introduction to the Punisher, actually showing us Frank Castle's origin story in a more detailed manner instead of treating it as an afterthought. Having his origin story be tied to the first criminal syndicate that Punisher wipes out also gives us a more tangible crime for Frank to 'punish', although your mileage may vary on how effective it is as a proper adaptation of the Punisher. It's not the best, but we also get a lot more scenes focusing on Frank's turmoil and torment compared to the '89 movie, which had Frank more of a reactive character.

The movie isn't without its faults, though, and a huge chunk does lie with its first act. While I do praise the 2004 adaptation for actually drawing out the deaths of Frank's family, and tying it to the first criminals that Frank hunts down... it feels a bit too long and a bit too needlessly cruel?

We start off with Frank as an undercover cop that's about to retire and finally be there for his family. The final operation, however, results in the death of Bobby Saint, overeager son of the mafia boss Howard Saint. The initial scenes of the movie focuses on Howard Saint (a very entertaining John Travolta, who surprisingly doesn't chew the scenery as much as you think he would in a role like this) reacting to this death and trying to figure out and 'punish' the one responsible for Bobby's death. This leads to him sending a whole-ass hitman squad to hunt down Frank Castle's family. 

...And Frank Castle's family? Instead of just being his wife and kids being killed in the crossfire of crime, it's his entire extended family, including his parents and like around a dozen assorted cousins and nephews and nieces, that gets summarily hounded down and murdered by Saint's minions in an honestly gratuitously long scene that gets a bit uncomfortable to watch... but also... we kind of get it? You don't really need to show Maria Castle driving around on a car for so long, y'know, and I kind of wanted them to 'get on' with the plot. 

There is a nice little thematic tie-in of mutual revenge, where Howard Saint's entire deal is hunting for the man who killed his family, and Frank's motivation would later be similar. However, Howard's initial orders for only Frank to be killed ends up being amended to 'his whole family' by Howard's angry wife Livia. 

The extended edition restores around 15+ minutes of screentime that revolves around a subplot of Frank's traitorous partner James Weeks, who gets caught up in gambling debts during Howard Saint's investigation into the enigmatic arms dealer that resulted in the death of his son, and later on continues to appear throughout Frank's Punisher-ing as Frank mentally puts the pieces together in his head. This actually adds a nice little dynamic into Frank's world -- not just him wiping out a single mafia syndicate, but also him having to deal with a traitorous friend... a reason that actually makes a lot of the scenes with his wacky neighbours a lot more palatable now that there's an actual thematic thread. 

Speaking of which... yeah, I'm not the biggest fan of the transition from the death of the Castle family to Frank's return as the Punisher. He just survives being shot and blown up into the ocean, and gets saved by a random fisherman... just because? The movie gives us a bit of an origin to Frank's overpreparedness with guns by his whole ex-military backstory and his dad also being a gun nut; and we get the excuse handwave of Frank Junior buying the skull shirt for his dad... but otherwise, next we see Frank, he's basically in all-business mode, all Punisher mode. He's emotionless, he hates the cops and the law for not investigating his family's death, he says badass one liners, and he refuses to make friends and keeps every single friendship attempt at arm's length. 

And... we just kind of cut away to him hanging out in an apartment with the three wacky neighbours -- a guy with a lot of metal piercings, Spacker Dave; a fat guy, Bumpo; and pretty waitress with an abusive boyfriend Joan (played by Rebecca Romijn, a.k.a. Mystique from X-Men). And I'll cover these wacky neighbours very quickly in that... they do suck up a lot of time. I don't think they're as bad as many other comedic relief characters in these movies, and I get what they're trying to do. Joan and later on the two guys really try to get Frank to open up with dinners and constant insistence that they are fellow losers and family. The themes of Frank really refusing any kind of companionship is done rather well. And in the extended edition this is contrasted nicely against Frank's betrayal by Agent Weeks, but I really don't think the chemistry between Frank and the other neighbours are particularly convincing. Frank does end up beating up and chasing off Joan's abusive boyfriend, which is a nice, short scene. 

I do like that Frank doesn't immediately jump Joan's bones, especially since he's still in mourning after Maria Castle's death. Joan was really thirsty, though. 

Frank meanwhile continues his investigation into the Saints' operations, kidnapping and "torturing" the nebbish and non-threatening henchman Mickey Duka. There's a bit of a moment where I realize that Frank does this because he has been interacting with Mickey while undercover, and as such he knows Mickey is harmless... hence, the whole sequence where he gives a vivid description of the sensation of being tortured with a burning-hot iron being 'cold', and Frank pretending to torture Mickey while burning some steak (which makes the smell of burnt meat) and pressing a popsicle against Mickey's back. It's a scene lifted from Punisher MAX, and I thought this was a nice little way to show that Frank isn't too far gone. The movie doesn't immediately explain why Frank was nicer to Mickey and trusts him to be his man-on-the-inside on the Saints' operations, however, and Mickey himself also notably has no character resolution at the end of the movie after his plot relevance is over. 

Frank ends up doing a bit of an investigation into the Saint family, and ends up sketching up a plan to turn Howard Saint, Livia Saint, Howard's right-hand-man Quentin Glass, and their business partner the Toro Brothers against each other. And we do get a couple of cool scenes of Frank either investigating and making up elaborate plans, or just going full-on skull-shirt-and-shotguns and attacking Howard Saint's bank and tossing money to the public. The 'detective' scenes admittedly feels rather off, since ultimately Frank ends up doing some 5D-chess-mind-games stuff that involves him framing Quentin and Livia for having an affair, which later on leads to the over-possessive Howard being deathly jealous of his best friend and his wife. This also comes with the (unfortunate with modern values) scenes of Frank finding the scandal that Quentin is actually homosexual, and uses these pictures to blackmail Quentin Glass and make him move around where he wants. 

While this is all going on, Howard Saint gets more and more frustrated, and it is nice to see John Travolta's acting -- Travolta is easily the strongest actor in this movie (though that's not to Thomas Jane's fault; his direction requires him to be a bit more static) and it is pretty fun to see him slowly go off the hinges. 

The next part of the movie ends up being a bit campier and more comic-book-y than the rest of it, though, and perhaps not in a good way. Despite apparently knowing where Frank Castle lives, Howard Saint sends... three waves of assassins, each of whom arrive at different timings and acts separately? The first assassin, Harry Heck (played by musician Mark Collie) is perhaps the most memorable for showing up in a diner and playing a whole-ass country song about how he's going to kill Frank... and Frank does nothing. And instead of embracing some ridiculousness and doing something with the guitar, Harry Heck just attacks Frank by tailgating him and shooting his car a whole bunch. Frank kills Harry with a shootable pocket knife, and... yeah, okay. 

The next assassin, The Russian, is an unstoppable giant strongman that fights Frank in probably the most fun action scene in the movie, where he and Frank just bashes their way around the apartment complex. I do like the theme of this fight, where Frank actually lets his guard down after having some dinner with his wacky neighbours... but I'm unconvinced that half of the fight needed to take place with cutaways to the neighbours doing wacky singing. This fight was fun, though. 

And then, the third wave of assassins are just a bunch of gunmen who show up and torture Spacker Dave, ripping out all of his face piercings and demanding that they give up where Frank is hiding. And... this scene is kind of full of a bit of rather glaring plot holes. Why didn't the gunmen arrive with the Russian? Why don't they kill Dave and Bumpo? Why did Dave and Bumpo actually stay behind, wouldn't it be easier for them all to escape? The idea of the scene is solid, with the neighbours 'taking a bullet' for Frank, but it just makes the mafia look grossly incompetent. 

After Frank recovers from his injuries with the Russian, he implements his plan to frame Quentin Glass for sleeping with Livia. This one is a neat little sequence of scenes, and it does benefit a lot from John Travolta's Howard Saint slowly piecing together what he thinks is an affair in his head, growing increasingly more and more pissed off at his perceived betrayal. Howard Saint confronts Quentin Glass and murders the very confused and loyal man in his own house; and goes home and attacks Livia, tossing him from a bridge into the path of the incoming train. Unfortunate modern-day implications aside, this is actually surprisingly cruel on Frank Castle's part, and it does give a nice little mafia flair to the movie's plot as opposed to 'Frank shoots people up a lot'. 

Oh, speaking of Frank shooting people up, in the extended scene this is where Frank confronts Weeks after several brief meetings, and we get a pretty cool sequence of Frank pretending to leave his handgun (without bullets) unattended just to confirm if Weeks is really against him. And... the scene where he intimidates Weeks to basically kill himself is a bit dark, and I'm not sure if I really like it... but the theme of the movie is punishment, and all of these people getting royally fucked by Frank do deserve death. 

And then we get the final scene, where Frank dons a military vest with a skull spraypainted on it, pulls on a compound bow and arrow, and attacks Howard Saint's club and kills everyone inside. We get a nice gory scene where the blonde lead thug gets a knife graphically shoved up his lower jaw; and another cruel-and-unusual death as Howard's remaining son John is forced to hold a bomb that he will undoubtedly lose strength at some point. As Howard tries his best to get out of the building, Frank catches up, shoots him, and details in full detail that he killed his remaining son, and Quentin and Livia's deaths are all unfounded. Properly destroying Howard Saint's mind, Frank ties Howard to a moving car and sets it to auto-crash into a parking lot...

...at which point apparently Frank took the time to plant enough detonation charges that the explosion pattern looks like the Punisher logo. 

With his mission finished, we get a rather dark scene as Frank actually prepares to kill himself after the mission is done, really hammering home how broken a man like the Punisher is. He ends up not doing so after seeing a vision of his family, but he also leaves behind his newfound friends, and goes off to become the vigilante known as the Punisher. 

End credits. And... again, as with all adaptations of the Punisher, people's mileage varies a lot on whether this adaptation of the Punisher is 'too hard', 'too soft', misses the mark... and I feel that the movie does a decent job at both showing Frank as someone who has some degree of mercy (towards Mickey, towards Joan's abusive boyfriend, and how nice he is towards the neighbours) but also sometimes unnecessarily cruel (getting Howard to kill his closest friends, the way he kills John or Weeks). I do think the movie also has a lot of nice themes that it kind of doesn't follow up fully on -- I would've liked a more proper and definite answer on whether Frank 'finding a new family' is a good thing or not, and the movie really flip-flops about it in the final act. Ultimately, though, I did find this movie extremely enjoyable, and while I don't think it beats Jon Bernthal's Netflix Punisher, it's still a pretty fun watch regardless!

Friday 21 June 2024

One Piece 1118 Review: Baby Doll

One Piece, Chapter 1118: Being Free


Hmmm, this one was... interesting? We follow up a bit on the Iron Giant, as he falls down and crushes a bunch of Marine ships. Yeah, Topman really doesn't give a shit about his little minions. We do get to listen a bit to truncated parts of Vegapunk's message, and it is something along the lines of "...and their name was..." with clear radio signal interference before and after this phrase. So if this isn't misdirection and actually is the continuation of last chapter's message, then it's likely that it's something along the lines of "among the D. is a [something] and their name was [something]". Which... yeah, get the usual suspects out of the way. There's a god, there's a traitor, there's a saviour, there's a chosen one... I'm honestly not super invested in this part since there's really only so much you can do with it, but it's kind of expected that this D mystery gets dragged on for quite a bit. 

Interestingly, we get internal monologue from the Iron Giant even as he sinks (and in the background you can see the poor Marines' ships sink into the ocean with him) and he's just wondering where Joy Boy went, since all he wanted to do was to cross paths with Joy Boy. It really dose feel like the Iron Giant is fully sentient, which was only vaguely implied previously but this is essentially confirmation. 

Interestingly, the act of headbutting the Iron Giant essentially exposes Topman Warcury in his all his piggy pig pig form before the Marines, who are terrified and confused at the appearance of a truly kaiju-sized monster before them. 

We also cut away to other parts of the world, where we get to see the reactions from the civilians in various cities. The cameos are a bit less interesting; we've got Koza and the rebels from Yuba, Alabasta. We've got Mr. 9 and Ms. Monday (who got married in a cover story in the timeskip, and now have a kid) in Whiskey Peak, and we get Rebecca and Leo in Dressrosa. I suppose the cameos are winding down now, though. We don't really get reactions from these specific characters, but more of the confused mob mentality of the civilians, many of whom are blaming Luffy for killing Vegapunk, mostly because from the little that they know of the World Government, it doesn't make sense in their minds that the W.G. would go and kill their top scientist for the bizarre crime of researching some weird part of history. It's really a nice bit of acknowledging how news and conspiracy theories are so easily moulded by public opinion. 

We cut to York, who's in contact with the Gorosei. York informs them that the two satellites that are still interfacing with Punk Records are Atlas and Lilith... which I guess really confirms that Edison died (or got disconnected) between 1117 and 1118. We get a col panel of the Gorosei splitting up to chase down these two loose ends, which I guess is going to be the final 'chase' part of this island's arc. Brogy and Dorry hop onto the ship, and I do like the little detail of Luffy asking where Usopp is because he knows Usopp is really into the giants. 

Apparently, Bonney had offscreen used her powers on Bluegrass and Doll, turning them into kids, and we get a rather cool panel of her in a superhero-esque pose while holding a gun. I like that we're reminded that she's still a powerful Devil Fruit user and a supernova on top of all the backstory we've just learned about her. 

There's a page-long scene of Sanji checking in on Nami on the Thousand Sunny. We don't quite see any more of the Zoro and Ethan fight, though. Sanji gets this whole gag about how he's going to make sure Nami, Robin and Lilith gets out okay and Usopp takes offense to that. Pretty typical stuff, though I do wonder if this will actually lead somewhere since we just had this whole scene of the Gorosei making it clear their desire to hunt down Lilith. Luffy goes off to consume the feast that some random giant cook is making, while Marcus Mars in his giant demon bird form is swooping down towards the Giant Pirates' ship. 

Marcus goes full-on Moltres, except it's a Flamethrower attack this time instead of a Hyper Beam.Or rather, I guess the huge laser beam that we saw a couple chapters ago is likely to just be super-condensed flame or however the heck that works. Two random giants who get names, Bjorn and Sig, try to block it with some arm-shields but they get knocked down. Again, notably, we get more confused Marines who see the giant bird monster. Really do wonder if these scenes of the Marines reacting to all the monstrosities will be followed up on! 

And then we get the don-do-to-to music, the drums of liberation, with Luffy yelling that his stomach is full and he's ready to go. The seas start moving and going crazy, which I guess is the effect from his Gear Fifth awakening. I like that the poor Marines just get super confused, as if this is the sea levels rising or something.

And we get the final two-page spread as Bonney meets Nika for the first time, and Luffy just tells her to 'believe in herself', leading Bonney to go into a 'Nika-like future' and... transform into a Nika giant? Eh. There is a nice panel with Kuma seemingly flashing back to the line where he tells Ginny that he'll raise Bonney well, and there's another shot of the Iron Giant getting activated because he senses Joy Boy's presence, but... I don't know. Ultimately the whole Nika thing is so weirdly ambiguous and this could all be just a cool moment that doesn't matter much at the end of the day, but I'm not the biggest fan of this transformation or just how quickly Bonney is able to just turn into Nika just with the power of belief and whatnot. I don't hate this twist, but I do confess that my reaction mostly boiled down to "but why?" when I saw the final two-page spread. I dunno. I felt like we could've done more to foreshadow this twist or this power-up, or at least make it feel more earned. 

Random Notes:
  • Holy Inari Pilgrimage Yamato Cover Story: Yamato sure is eating some stuff while she's leaving the flower capital. Man, this cover story is very slow. 
  • So what is the Iron Giant? Artificial intelligence (i.e. a real robot who developed a 'soul'), someone who ate some Devil Fruit and got trapped in it, a Klebautermann, a member of a now-extinct race, or what? 
  • That one random Marine who mistakes Topman for a mammoth must be thinking of the Pokemon Mamoswine. 
  • With Edison getting a dramatic sacrifice; and both Stella Vegapunk and Shaka getting on-screen deaths, I guess poor Pythagoras got the absolute least respect out of all of the satellites. 
  • Apparently one of the giants had off-screen recovered the figurehead that Ethanbaron sliced off a couple chapters ago and tied it back with some rope. Nice little detail. 
  • Kashi's still alive! He's beaten up, but he's still alive, and Oimo and Luffy have a bit of a scene with them.
  • I guess the Vegapunk-style sci-fi suits just gets transformed to both Luffy and Bonney's "default" outfit whenever they transform into Nika mode? 

Thursday 20 June 2024

Reviewing Bleach Fillers -- Zanpakuto Rebellion Arc

Bleach, Season 13: The Zanpakuto Rebellion Arc [Episodes 230-255]


And we're back with the good filler! It's really interesting that the Bount arc was a single filler arc stretched across two seasons', while this is two filler arcs squished into a single season. The Zanpakuto Rebellion arc takes place over the course of 25 episodes of a 35-episode season, and we'll talk about the 'Sword Beast' arc that takes place over the final 10 episodes of the season in a separate article.

And... yeah. The Bount arc and the Shunsui Amagai seasons have always felt like they could be interesting stories, but a combination of uninteresting anime-original characters and being stretched out way longer than they had any right to be. There are some nice moments for the secondary and tertiary characters in these fillers, but... nothing of value will really be lost if you skipped through all those episodes. 

The Zanpakuto Rebellion arc, on the other hand, is a bit more fun because it does build up on an aspect of the story that feels so important to the setting, but isn't really touched upon by the story other than when it relates to Ichigo's own inner world... which is the Zanpakuto spirits. Sure, we've got some hints here and there with Renji, Hitsugaya and (somewhat) Yumichika dealing with their Zanpakuto Spirits prior to the introduction of Oetsu Nimaiya, the Asauchi and a whole lot of revelations in 'Everything But the Rain'.

But this filler arc, which is released during the height of the Arrancar arc... is a bit of an interesting one. Tite Kubo himself is responsible for drawing most (if not all) of the titular Zanpakuto Spirits, and there was a lot more of a personal stake for the characters involved in this arc since many of them, like Yumichika, Shuhei and Renji, are forced to talk and meet with their Zanpakuto spirits. The writers build up on a lot of character beats hinted upon in the source material (for example, Yumichika, Soi Fon and Shuhei's respective conflicts with their Zanpakutos) and knowing what we do know about the Thousand-Year Blood War arc, it's interesting just how much Tite Kubo probably told the staff what to do and what not to do with the Zanpakuto. If you squint, you could see hints that the storylines that's about to take place with Kenpachi, Sasakibe and arguably Renji are kind of foreshadowed here. The only really huge continuity snarl would be how Ichigo and his inner world works, but you honestly could just handwave everything there as Zangetsu-Juhabach talking shit and manipulating Ichigo to help him grow. 

There is always the problem with these filler arcs about how a lot of captains just... never do anything. It's particularly glaring in the Amagai arc, but this one at least gives us a nice little way to handwave how most of the more powerful captains are indisposed -- the enemies this time around are, after all, their own sword-spirits, so obviously the more powerful captains have to deal with their own sword spirits, right? Even if their abilities are not used or showcased, I do like that captains like Kyoraku and Ukitake don't feel quite as impotent as they do in other filler arcs. 

Only having 15 episodes to work with, this season also doesn't bullshit and build up side-characters with minimal relevance to the story, which I'm a fan of. Within the first episode, we're immediately introduced to our main villain Muramasa, who's kind of a ripoff Ulquiorra with super-long nails and he's constantly crying blood. In a hilariously similar scene to the upcoming Thousand-Year-Blood-War arc, the sequence opens up with poor, poor Chojiro Sasakibe showing up and falling unconscious and being taken out offscreen by their foes. Komamura is next to come up to bat to attack the new threat, but when he summons Kokujo Tenken Myo'o, he gets cut down by his own Bankai. Poor Komamura sits out basically the rest of the arc, but I do like this pre-emptive taking out of certain captains to weed out the cast to the ones to the characters that the anime writers wanted to focus on. 

All the Zanpakuto spirits manifest at this point, going havoc under the stated motivation of refusing to be shackled under the Shinigami's rule as tools or slaves. It's really fun to try and figure out which design matches which Zanpakuto. I think almost all of the Zanpakuto spirits are done appropriately, matching up to their sword effects and users surprisingly well. I feel like the villains being the Zanpakuto spirits also solves a problem that the Amagai arc has, where basically all the 'goon' villains felt so boring and generic. Here, we get characters that are known quantities and known powers matched up against unexpected opponents. 

There's also the surprise factor as our Shinigami are unable to initially release their Shikai, having to basically 'recover' their connection with their swords to properly re-utilize their abilities. Some of them default to the typical filler Hado, like Sokatsui, which is always kind of neat to see. Some of the more destructive elemental Zanpakuto like Kazeshini, Tobiume, and Sode no Shirayuki rampage in town, attacking generic Shinigami and causing some mayhem. Also worth noting that this is the first real reveal of Gonryomaru's abilities (beyond turning into a rapier), several years, I think, before the full abilities of Gonryomaru is explored in the Vandenreich arc. 

Byakuya, who gets a huge chunk of importance later on near the end of the arc, gets to face off against Senbonzakura (interpreted as a masked samurai-man) and the two appear to disappear in a giant flood of petals. I'm actually not a huge fan initially of Byakuya's obviously-fake betrayal, but the reasons as to why he decided to take matters into his own hands actually makes sense for the character, and while it is a bit frustrating to see another 'don't get in my way, Byakuya' storyline, the arc goes by quick enough that it didn't stick around to grate the way it did in the Bount arc. 

Of course, we follow Rukia as she stumbles into the human world, where she's pursued by Sode no Shirayuki, who takes the form of a ice-white princess not too dissimilar to Rukia's future Bankai form. Sode no Shirayuki fights Ichigo, using Rukia's attacks a bit, but eventually retreats. This is basically the closest we'll really get to Ichigo fighting Rukia. Or at least Rukia with her ice powers without some wacky darkness-shadow powers like the third movie did, anyway. Ichigo holds back from finishing off Sode no Shirayuki for fear of breaking Rukia's powers, causing her to escape. 

We get some information-exchange as Ichigo is brought up to speed, and interestingly enough we leave the human cast of Uryu, Chad and Orihime behind almost immediately. Rukia sneaks back to Soul Society on her own, causing Ichigo and Yoruichi to follow suit. All of this 'moving people from one place to the next' sequences are honestly done pretty quickly, which is one of the bigger frustrations I had particularly with the Amagai arc.

And the next couple of episodes are just... fighting against the Zanpakuto Spirits. Rukia fights against Sode no Shirayuki and we get an interesting monologue from Sode no Shirayuki about how she feels being used as a tool; while Rukia insists that she never sees her blade as a tool but an extension of her soul. There's some interesting plot threads that are never really followed-up upon since it all turns out to be mind control anyway... but these are some rather fun questions to ask. Sode no Shirayuki seems to realize that she wants to be with Rukia all along, briefly reaching out her hand to Rukia when she's about to do a double-suicide move with a Hado combination... but Muramasa arrives to annul this moment and save Sode no Shirayuki. 

It really does help that the animation quality in the Zanpakuto Rebellion arc is pretty top-notch. Not all the fights are done equal, but the Rukia/Sode no Shirayuki one, and the later on Byakuya/Koga one are both pretty surprisingly pretty despite being filler arc fights. Rukia's ice powers are always something that could look really spectacular if given the animation budget, so it's certainly nice to see it done well. 

Muramasa reveals himself to be a Zanpakuto Spirit, and gives the claim that he wants to release all Zanpakuto Spirits from the enslavement of the Shinigami. Muramasa then summons Zangetsu (the 'old man') from Ichigo's soul, causing the two to fight. This is... weird, of course, thanks to all the revelations we now know about the true nature of Zangetsu from the Thousand-Year Blood War arc. But, again, it could just be Muramasa affecting the wrong power thanks to how uniquely Juhabach and 'White'/Zangetsu are connected within Ichigo's inner realm. 

Regardless, we get a very interesting fight as the Hollow powers take over Ichigo since he's outclassed by Old Man Zangetsu without the ability to go Bankai, leading to us the rather surprising return of Ichigo's brutish Hollow form that appeared during his Visored training. Ichigo manages to rip away the Hollow mask, but as he falls unconscious Muramasa follows Ichigo into his inner world, fighting against 'Hollow Ichigo'. Again, the anime is stil working under the assumption that 'Hollow Ichigo' is unexplained hollow powers that is still protective of Ichigo, but the moment of Ichigo realizing that Muramasa is trying to bind 'Hollow Ichigo' with invisible strings and then the two deciding to fight together out of spite against Muramasa to still be a nice moment of Ichigo accepting the aspects of power split apart within his body. 

Of course I'm sitting here complaining about the non-canonicity of this fight, but it really would probably be a very cool sequence to acknowledge back in the day before we're truly aware of the true nature of Kurosaki Ichigo's powers. It's a quick little acknowledgement that Ichigo also has a Zanpakuto spirit, anyway, explaining what would happen to our main character when Muramasa draws out his Zanpakuto spirit. 

Of course, all the talk about the Zanpakuto rebelling against their masters ends up coming off as rather hogwash because Old Man Zangetsu reveals that he was actually mind-controlled by Muramasa, though there's a hint of the frustrations being expounded by some of the Zanpakuto spirits to be their true emotions that's amplified by Muramasa's powers. 

Renji is the next to fight his own Zanpakuto Spirit, being confronted by his two-part Zanpakuto, Zabimaru... or 'Saru' (monkey) and 'Hebi' (snake), manifesting not as a strange nue beast as it did before, but as a huge buxom baboon-woman and a tiny floating gremlin snake-child tied to each other with a chain. Zabimaru has a unique ability to their fight in that both spirits are able to wield Zabimaru's Shikai form, but only one of it exists at any time so they keep teleporting the sword back and forth. 

After some lampshade about how different Zabimaru looks compared to their previous appearance, Zabimaru expresses some frustration against Renji for being weak and finding no real reason to fight. Again, just like Rukia a bit earlier, Renji is confronted to think about what makes him want to fight, and he thinks about his desire to surpass other powerful people in his life like Ichigo and Byakuya. This is enough resolve for Renji to finally release his Shikai. The rules of the Zanpakuto spirit manifestation is a bit weird, but I'm going to assume this basically allows Renji to 'wrestle back' control of Zabimaru and manifest the sword's effects on his own blade? This fight is pretty fun, with Renji having to constantly punch upwards since Zabimaru's able to go into Bankai to fight against Renji's Shikai.

Ultimately, Renji manages to make use of a combination of his weakness -- his terrible Hado, which Zabimaru wouldn't expect -- and breaking his own Zabimaru in order to use the pieces to attack with Higa Zekko. This eventually breaks the mind-control on the Zabimaru spirits. 

We also get a couple of shorter fights here and there, and one of the more interesting fight is when Shuhei Hisagi runs across his own Zanpakuto spirit, Kazeshini, taking the form of a black-and-red demon-man with a long, flowing head-tail. Kazeshini is an utter lunatic who loves cutting people up, and this ties in with the established canon during the Fraccion fights where Shuhei expresses frustration that he wants to his duty as a heroic Shinigami but Kazeshini goes into a psychotic torture device. The two have some real unresolved conflict, unlike Ichigo, Rukia and Renji, and it's very fun to see the more subdued Shuhei get angrier and angrier as he listens to Kazeshini rant and rave about how fun violence is. Kazeshini ultimately bets Shuhei, and he has to be bailed out by Kira, who uses Bakudo to bamboozle Kazeshini.

As Team Ichigo meets up with the other captains, we get a fun sequence as Gegetsuburi and Hozukimaru show up in front of Omaeda and a bunch of generic Shinigami. Gegetsuburi is bacically shown to be a more ornate, more oafish version of Omaeda. We... we don't really get any huge character breakthrough between the two, other than Gegetsuburi being slightly frustrated that Omaeda's not using him to his full potential. 

As usual, Omaeda ends up becoming the butt of a joke as he gets accidentally taken out by Ichigo's entry. Ichigo proceeds to fight (and quickly deal with) Gegetsuburi, while Madarame Ikkaku faces off against Hozukimaru, who takes the form of a gray-skinned, red-haired muscular man. We get an out-of-nowhere hilarious sequence as Hozukimaru proves his identity to Ikkaku by doing a silly dance. This is the realm of filler, so powers that are already revealed in the manga can get to be shown off at any time, so Hozukimaru goes into Bankai to face off against Ikkaku. However, this fight is interrupted by the arrival of Soi Fon and the Second Division, causing Hozukimaru to sulk, refuse to fight, and create a giant spinning whirlwind that covers his escape. Ichigo tries to chase down Hozukimaru, but he's stopped by Senbonzakura's blade petals, wielded by Kuchiki Byakuya... who disappears. 

In pursuit, Ichigo is confronted and attacked by Haineko and Tobiume, but then their owners -- Rangiku and Momo -- show up to take over the fight instead. And the whole crux of this fight is that Tobiume and Haineko always bicker with each other, with Tobiume disliking Haineko's more provocative style and Hainko talking down about Tobiume's traditional-woman qualities not hiding her terrible personality. It's to contrast how Momo and Rangiku are actually good friends... and I don't think this conflict piece work well at all. Rangiku and Haineko's "old woman" arguments are also extremely eye-rolling. 

However, what really shines is the character analysis on Hinamori Momo, which lasts throughout the course of this arc and elevates Momo a fair bit compared to other secondary vice-captains! Honestly, I've always felt that Momo was lacking a huge character spotlight scene in the manga since she's always either being treated as someone for Hitsugaya to rescue, or as just one of the vice-captains. Here, Tobiume (who gets a much more interesting attack mechanism with her rope-and-bell weapons) confronts Momo about always being weak and being the victim, and later on this pays off at the end of this fight -- and in the big melee at the end of the arc -- with Momo showing some self-confidence as she takes charge and prepares to rescue people instead of being rescued and 'used' by people all the time. 

The fight itself is also pretty fun. Haineko and especially Tobiume are two Zanpakuto that don't get that much spotlight in the canon material. It also ends with Rangiku and Momo tricking the two Zanpakuto spirits into being hit by their partners.
 
While all of this is going on, Hyorinmaru (a handsome long-haired man with a scar on his face) is just wandering around, having... lost his memories for... no real explained reason, other than to give Hitsugaya a bigger role? I feel like this really doesn't add up to much, and this might've been a B-plot that was truncated? It does give Hitsugaya a nice moment as he basically gets a flashback to his first meeting with Hyorinmaru from the source material, and the animation of Hitsugaya encasing himself and Hyorinmaru in ice is a nice one. Ultimately, though, this really doesn't serve to do much other than to take the two characters out of the fight for a while (Hitsugaya is knocked out by the effort, and Hyorinmaru goes to care for him).

Also, somewhere around this point, we get to see Muramasa wandering into locations with hollows and seemingly absorbing them, doubling over in pain and crying blood out of his eyes. 

Byakuya then reveals his apparent betrayal, with Senbonzakura attacking Ichigo, while Byakuya frees Tobiume and Haineko. Again, the betrayal angle is... it's kind of transparent. I can see why it's done, since it ties into Muramasa's backstory, but I felt like it was dragged on a bit longer than it should? We get Ichigo, Renji and Rukia all later angsting about this decision, and in the enigmatic untrackable cave that the Zanpakuto spirits are gathering, the other spirits challenge Byakuya's presence. Byakuya gives some excuse about fighting as per what his pride dictates, and this leads to Senbonzakura giving Byakuya the ultimatum of shattering Sode no Shirayuki. We get a brief fight between the two, but Byakuya uses a Bakudo spell to bind Sode no Shirayuki then shatters her, snapping her into her sword form. Later on, we learn that this is all just a sham act played by Byakuya and Senbonzakura (who came into his senses offscreen), but the drama is played up as a bit of an angsty moment, which I thought was done well, even if the sham was transparent.

I think somewhere around this point is also when Mayuri and Omaeda experiment a bit on the captured Gegetsuburi. It's more wacky joking on the expense of poor Omaeda, with Mayuri and Nemu forcing some experiments on Gegetsuburi and casually breaking it. Earlier there was a fair bit of drama about how breaking a Zanpakuto spirit would also cause the powers associated with the Shinigami to disappear, but... it's quickly handwaved as being a misunderstanding of how the Zanpakuto spirits work. Mayuri just finds that a spirit must fight and be defeated by its own owner for the brainwashing to fall off. 

The next leg of the arc is also pretty fun, with a fair amount of great battles. Byakuya and Senbonzakura arrive to give Rukia back the pieces of her sword and... it's revealed that it's all a trick, but man, Byakuya, did you really need to traumatize your little sister so? Renji and Zabimaru team up to fight Byakuya and Senbonzakura. The animation of the fights at this point are rather fun. The fight itself isn't anything super special that we haven't seen before, with both Renji and Byakuya just using their regular powers, but it's pretty well done and a nice little showcase of Renji attempting to surpass Byakuya -- a goal that was kind of shuffled to the wayside in the manga. Hihio Zabimaru and Sebonzakura Kageyoshi ultimately clash and Renji is still defeated, but it's some nice effort. 

And then everyone arrives. A whole bunch of Shinigami and Zanpakuto Spirits all show up, and a lot of these scenes happen simultaneously so I'll just talk about the fights one by one. Ichigo fighting Senbonzakura is probably the most straightforward, and it's rather obvious that it's just a way to get Ichigo out of the way while the rest of the more emotionally-charged fights happen. It's not a bad fight, but it's clear that it's meant to be the side-attraction here. 

I do like that the fights happen between some of the more prominent secondary characters that the manga, at this point, has already revealed that they have a certain type of dynamic with their Zanpakuto. Madarame Ikkaku and Hozukimaru's fight takes up a fair amount of screentime, but other than Hozukimaru's willingness to unleash Bankai, their dynamic feels like just a more hot-blooded version of Renji's fight. I've always been a big Ikkaku fan, so more Ikkaku content is nice. I do like how Ikkaku's hot-bloodedness means that he manages to subjugate Hozukimaru's Shikai, and still just keeps going up against his Zanpakuto spirit despite being outclassed. Ultimately I'm still not quite sure how he and Hozukimaru managed that mutual-knockdown other than, well, this being less about power-scaling and more about subjugating a part of yourself. 

Far, far more interesting, however, is the fight between Ayasegawa Yumichika and his spirit, Ruri'iro Kujaku. The two of them have probably the worst canon dynamic between a shinigami and his sword, with the reveal that the beauty-obsessed Yumichika is a bit of a contradiction. His personality is one of someone that's analytical, vain and beauty-seeking... but his heart wants to be in the strength-obsessed 11th Division. This is a conundrum, of course, because the true form of Ruri'iro Kujaku is kido-based, which is why Yumichika continually calls his sword by the wrong name -- Fuji Kujaku -- to piss it off and prevent it from going into its true shikai. It's all well and good when Ruri'iro Kujaku is just a sword, but it's now a vain peacock-man who's pissed off at Yumichika. 

There are a lot of discussions about beauty, about hiding one's true self and after some flamboyant talk about beauty and appearances, Ruri'iro Kujaku immediately unleashes the reiatsu-draining vines, saying that he's willing to unleash his power anywhere, anytime. He's easily able to overpower his master, and goes into a tirade about how aesthetics dictate both of their worldviews... and it's of Ruri'iro Kujaku's opinion that Yumichika's wasting time with the barbarians in the 11th Division. There's a lot of arguments to be make here about who is correct -- Yumichika or Ruri'iro Kujaku, and I'm really leaning more towards Ruri'iro Kujaku's points of view, to be honest! Yumichika, however, gets a badass double-panel yell alongside his captain Kenpachi; before he gets his comeback. To Yumichika, being part of the strongest division in the Gotei 13 is his pride, is his aesthetic, and this pride is something that he deems worth dying for.

I'm still not quite sure just why Yumichika managed to defeat Ruri'iro Kujaku. He refuses to use the sword's power, he tricks Kujaku into using more of his power... and then one Bakudo spell and one zip behind Ruri'iro Kujaku and apparently Yumichika is able to take him out? There is some talk about how Yumichika would lose if Ruri'iro Kujaku 'fought normally', so I guess Ruri'iro Kujaku is just focusing on the reishi-draining power? Obviously this isn't a definitive conclusion for Yumichika and his sword's story arc, because this is still filler, but it's a nice way of showcasing Yumichika subjugating and/or compromising his sword. Whatever the case, I really do love this battle. It's probably one of the highlights from the entire arc, alongside the unexpected focus for Momo a bit earlier. 

Soi Fon, meanwhile, is the captain that hangs around the most in the battlefield at this point because most of the other captains that are allowed to rampage in filler arcs (Histugaya, Komamura, Byakuya) are otherwise indisposed. She gets to take on three Zanpakuto spirits on her own. First up, Gonryomaru and Tenken show up to double-team her, and... we get a rather hilarious joke at people being confused whose sword Gonryomaru is. In an almost meta sense, Gonryomaru states his frustrations at his own user not standing out more. I do like, too, that there's a nice little friendship between Tenken and Gonryomaru. Tenken is silent and glowering, while Gonryomaru's a bit more talkative but skittish... and considering their two masters are the two biggest Yamamoto fanboys, it makes sense. This also marks the proper reveal of Gonryomaru's lightning powers, something people could assume from the kanji of his name but I bet it was pretty great to see this revealed in a tertiary material back in the day. 

Soi Fon also has access to Shunko, which gives her a pretty great fight scene as she just envelops herself in wind and clashes with the gigantic, fire-breathing Tenken (who also uses fire bolas, making the fight dynamic) and Gonryomaru's lightning blats. Soi Fon almost effortlessly holds them back until her own sword spirit, Suzumebachi, starts stinging her. 

And Suzumebachi is a fun little interpretation, a combination of both of Soi Fon's Shikai and Bankai. She has a gigantic appendage forming her right arm, like Jakuho Raikoben, but that giant appendage isn't a missile but rather the needle of Shikai-form Suzumebachi. This flows immediately to a 1v1 between Soi Fon and Suzumebachi. It's not as bad as Shuhei or Yumichika, but the anime also does hint that Soi Fon isn't quite the biggest fan of how her Bankai looks. This isn't brought up in this arc, but Suzumebachi does give Soi Fon a dressing-down for being such a fangirl dependent on Yoruichi. The fight against Suzumebachi itself isn't the most exciting thing in the world, mostly involving Suzumebachi flying around and stinging Soi Fon over and over, until Soi Fon tricks Suzumebachi into charging in onto an obvious spot, before blocking the strike with Shunko and slicing off Suzumebachi's blade. 

While all of this is going on, Isane and Iba (neither of whom get their spirits unleashed for no real reason) encounter Ashisogi Jizo, and... the interpretation of Ashisogi Jizo as just a baby-shaped baby with moth wings instead of the giant, hideous form is adorable. Eventually, Tobiume, Haineko, Rangiku and Momo all get wrapped up in this fight as well, in kind of a mini-rematch. Again, maybe it's just me being happy that one of the ignored vice-captains got some personality here, but Momo does visibly look a fair bit more confident, impressing Tobiume. Ashisogi Jizo just butterflies around and uses some chest-knives to poison Isane. But their attempts to fight back against Ashisogi Jizo causes it to transform into its Bankai form, Konjiki Ashisogi Jizo, and chase them around. 

The last battle here that takes place before Kenpachi's epic arrival is Kira fighting against Kazeshini... an interesting setup. Kira did save Shuhei from Kazeshini earlier, but Shuhei's just... knocked out for the rest of the fight. Man, even in filler Mr. 69 can't catch a break! Kazeshini is just a lunatic and I really like how Kira basically just... uses his blase expression and delivery to freak Kazeshini into thinking that Kira has regained the ability of his Shikai. It's all a gigantic bluff, and Kira ultimately just attacks with Kido and some funky exploding bangles, and manages to take down Kazeshini. At the last second, however, Kira is sneak-attacked by his own spirit, Wabisuke, who takes the form of a wretched, crippled man weighed down by a gigantic slab on his back. 

And then ZARAKI KENPACHI arrives. His arrival is epic, heralded by some Dragon Ball Z levels of glowing yellow aura. Some really great moment of showing how the defeated Ikkaku and the then-struggling Yumichika are immediately revitalized a bit by the arrival of their captain into the battlefield. 

Now obviously Kenpachi's Zanpakuto Spirit is... very special, and it's honestly rather fun to see the cheeky explanation. You can't very well have one of the most popular and prominent captains sit out this arc, but you can't have Kenpachi ever meet Muramasa, otherwise all the mysteries surrounding his blade would be revealed prematurely. So Kenpachi and Yachiru were apparently just out of the Soul Society hunting Hollows and got lost. Wabisuke attacks Kenpachi and immediately just gets shattered in one shot. 

A lot of the conclusion of the fights listed above happen here, but of course we get the gigantic fanservice moment of finally having Kenpachi fight Byakuya. It's... it's animated well, but it's also very... safe? Kenpachi says Kenpachi things, Byakuya says Byakuya things, and Kenpachi sure swings his sword a lot and Byakuya uses a whole lot of Senbonzakura attacks. There's a pretty cool moment where Kenpachi says that he'd rather die trying while fighting Byakuya, which is juxtaposed with Yumichika's own moment, but that's more of a moment for Yumichika's benefit, yeah? The fight itself is all right. It's well-animated, the music and voice-acting is neat, it's just... lacking that oomph for me to get excited about this being a fight between two of the most popular and most powerful captains. That is the curse of filler, I suppose. 

Konjiki Ashisogi Jizo would later charge and spill into the main battleground, his poison gas disabling Ichigo and allowing Senbonzakura to escape, and for Byakuya to retreat. Kenpachi grabs baby Jizo in by the head, but then Mayuri shows up, presses a self-destruct button that he somehow installed inside Ashisogi Jizo... because of course he has it... and then reclaims his broken sword, promising to 'discipline it'. Yeah, poor, poor Ashisogi Jizo. You're traumatized as shit, huh? 

With that second act done, we get some revelations as Yoruichi has investigated certain matters. Yoruichi explains to Ichigo and the captains as the scene cuts back and forth between Muramasa and Byakuya hanging out at the magic unexplained cave of secret-hiding, and we see Genryusai Yamamoto stuck inside a green pyramid-shaped forcefield, seemingly sealed by the powers of three powerful Zanpakuto -- Kyoraku's Katen Kyokotsu, Ukitake's Sogyo-no-Kotowari and Unohana's Minazuki. 

This, by the way, is a nice way to handwave the powers of four of the mightiest Gotei 13 captains without having them dominate the middle-tier fights. Remember that their abilities haven't been revealed in the manga and especially the anime at the time of this filler arc, and having these powerful Zanpakuto spirits work to seal the even-more-powerful Yamamoto is a fun narrative solution. 

Ichigo, Kenpachi, Yoruichi, Kyoraku and Ukitake form a strike team to enter the mysterious unexplained cave of all-hiding. The duo of Haineko and Tobiume attack again, in what's their third fight this arc, facing off against Yoruichi. There is some nice gag about Yoruichi lampshading that she and Haineko are both cats, and... this fight's actually pretty fun for how ultimately it's just a way to get Yoruichi separated from the group. Yoruichi trash-talks the two catty girls in a way that their masters didn't, ultimately managing to use a Bakudo spell to bind the two of them into the wall. 

Kyoraku and Ukitake are both distracted into dealing with their own spirits. Sogyo no Kotowari, taking the form of a pair of young twin boys, just want to play with Ukitake, only that they keep using their scrolls and fans to launch lightning bolts and watery blasts at Ukitake. We barely see what Sogyo no Kotowari's real powers are, and I don't think these match the 'absorb energy, unleash energy' powers that Ukitake uses in the Fake Karakura Town battle, but I wouldn't put it past a captain like Ukitake to have a couple more powers up his sleeve. 

Kyoraku's fight with Katen Kyokotsu (these spirit designs would actually appear in-canon!) is a bit more interesting because Kyoraku is just a much more entertaining character in general. Kyoraku notes that the two ladies are just seemingly holding back, and are unwilling to be truly hostile and deliver the killing blow. 

Kenpachi, meanwhile, faces off against the remaining two spirits still left, Tenken and Gonryomaru. Kenpachi realizes that Tenken isn't fighting to his full strength, and targets Gonryomaru first, snapping the poor, poor abused and underused fool because he realizes that Tenken is holding back for the sake of his friend. We get some pretty great shots of Kenpachi fighting base-form Tenken, and ultimately Gonryomaru's destruction causes Tenken to rampage in his Bankai: Kokujo Tenken Myo'o form. It's a great spectacle as Kenpachi fights this giant, blocks the blade, cuts off a horn... and we cut away and never see the conclusion of this fight. BOO! What is it with Kenpachi's fight against giants always being narratively aborted? 

Minazuki shows up before Ichigo and doesn't fight, just leads him on. Ichigo one-shots Kazeshini on his way, before encountering Yamamoto in his barrier. Muramasa faces off against Ichigo, and Ichigo dons his Hollow mask and unleashes a Getsuga Tensho. Yoruichi and Kyoraku arrive too late to warn Ichigo that this is exactly what Muramasa wants, because the hollow-infused nature of Ichigo's Getsuga Tensho shatters the barrier. Turns out it isn't the Zanpakuto spirits capturing Yamamoto and sealing him, but rather Yamamoto sealed himself in order to keep his immensely powerful Ryujin Jakka in check. 

As Ryujin Jakka -- not even manifesting in a humanoid form, just taking the form of a giant, sentient wildfire -- rampages, Yamamoto informs the characters about Muramasa's backstory. There once was a man who married into the Kuchiki clan, called Kuchiki Koga, who had a very powerful blade called Muramasa that's able to cause other shinigami's Zanpakuto spirits to turn against their owners. Koga rose quickly among the ranks of the Gotei, but his father-in-law Kuchiki Ginrei isn't the most pleased with Koga's attitude. Things took a turn for the worse as Koga gets framed for killing some friendly shinigami with the power of Muramasa, which is framed as being completely unfair. Ginrei tells Koga to wait and learn some patience while justice is doled out, but Muramasa manifests upon hearing Koga's call, and frees him from his prison. 

And this is when Koga basically took a step over the line, when he confronts the jackasses that framed him and murders them in cold blood. Ginrei tells Koga in no uncertain means that this is him turning his back against the laws of Soul Society... at which point Koga snaps and leads his own revolution. He cuts off his ties with the Kuchiki Clan, and even gets into a huge argument into Muramasa, who he thinks is trying to 'control' him. Poor Muramasa just wants to help, and you really can't help but feel sorry for Muramasa. Ultimately, however, Yamamoto and Ginrei show up and seal Koga away, and in this final fight, Koga desperately tries to call for Muramasa, who's unable to hear his words. 

After this flashback segment, we cut back to the present day, where... Muramasa apparently was able to access Yamamoto's inner world due to his power, and now know where Koga is kept, and leaves to free his master. It's... it's a bit stretching the boundaries of disbelief that Yamamoto, Ukitake and Kyoraku would just let Koga go like that, but okay, sure. Ryujin Jakka is rampaging. Hitsugaya shows up with Hyorinmaru, freezes the flames of Ryujin Jakka long enough for Ichigo to get out, while the old captains hold back to subdue Ryjin Jakka. I mean, okay, sure? I think it's at around this point that I kind of clocked out, because I just didn't find Koga all that engaging of a villain. As a 'surprise final villain' he's much better than Amagai, but we just go all-in on the Muramasa and Koga drama, and the original exciting parts of this arc, the Zanpakuto spirits, are kind of left behind. Thankfully unlike the Bount arc this only gets dragged for like three or four episodes, though. 

Of course, the place where Koga is sealed is in some backwater swamp in Karakura Town. Muramasa arrives and collapses... and due to a hilarious case of mis-communication (or no communication), Orihime stumbles upon this weakened emo man and heals him. Uryu and Chad show up, realize that the guy with demon nails and blood tears isn't good news, and they begin to fight. Rukia also shows up at this point. Koga unleashes a crapton of hollows for our Karakura gang to battle, and Muramasa finally releases his master Kuchiki Koga just as Ichigo makes his way into the battlefield...

...and Koga immediately stabs Muramasa in the stomach. 

And then snaps him into two after Muramasa goes all wide-eyed in shock and confusion, because all he ever wanted to do was to resurrect his master. It's really a 'kick the dog' moment, and the voice-acting for Muramasa is really neat! I haven't really cared about Muramasa before this episode, if we're behind honest. He's neat as a ripoff Ulquiorra, but it's amazing what a really great final moment can give. Koga's been basically driven into insane and jerkassery with his grief and isolation, thinking that Muramasa has betrayed him and abandoned him, when it just took Muramasa a long time to get to where Koga is sealed. This is also supposed to kind of be a commentary on a non-healthy Zanpakuto/Shinigami relationship, because Koga has none of the warmth or connection that characters like Ichigo, Byakuya, Rukia or Renji have with what's essentially part of their soul. 

And... again, I'm not the biggest fan of what comes up next, mostly because it's a bit straightforward and dragged on a bit longer than it should. Byakuya reveals that he's only hiding to prevent Koga's release because of the Kuchiki clan honour. Koga also just fights with one of the random weapons that was used to seal him and uses a combination of illusion and ice-based Kido, while Byakuya... goes all wild with Senbonzakura. Once it properly becomes a one-on-one, however, the Byakuya/Koga fight is surprisingly amazingly animated, and I think the animation team devoted most of the budget for the finale for this fight as opposed to the next couple of fights. And... it's pretty cool! Lots of great glowing reiatsu moments for Koga and Byakuya, and that is a beautiful Shukei: Hakuteiken that finishes off Koga. 

It is an appropriately wretched defeat for Koga, too, who falls into the lake calling for Muramasa (who can't answer him because Koga shattered him), while Byakuya's supported by Senbonzakura, who proceeds to wax lyrical about how Byakuya exemplifies Soul Society honour and puts it above his own personal one, while Koga betrayed the Soul Society for the sake of his selfish desires. 

The fight isn't quite over yet, however, because Muramasa apparently isn't dead. Just... driven out of control. He's consumed a lot of Hollows to sustain himself (how does that work?) and morphs into a gigantic blob-dome not too dissimilar to a less-disgusting version of Aaroniero's Glotoneria. I can't really complain because this is just an excuse for all the Zanpakuto spirits and their owners, now free from the brainwashing, to show up and help to fight against the Gillians. It's pretty fun to see the shinigami and their spirits finally fight side-by-side, and, hey, Komamura wakes up long enough for the finale! This one is pretty fun, just showing off the abilities and attacks of everyone. 

Meanwhile, Ichigo and Muramasa find themselves in the remnants of Koga's inner world, and we get a final fight between Ichigo and Muramasa. We get the explanation of the weird invisible tentacle ability that Muramasa used earlier against Hollow Ichigo -- that it actually works through water reflections. But compared to the Byakuya/Koga fight, this one just feels lacking. There's really not quite as much of a plot weight or a 'it would be so satisfying to see this guy taken down' feel as Koga's douchebaggery, it's just Ichigo dealing the final blow to essentially mercy-kill Muramasa. 

And... and we just wrap up the arc after that. Our heroes defeat the Gillians, Muramasa and Koga are dead, and rain falls and all the manifested Zanpakuto spirits return to their swords. I do feel like the ending is probably one of the weaker parts of the storyline, but all in all due to the concept and the fights, as well as the excellent design of the Zanpakuto spirits, this has absolutely been the highlight of the filler arcs I've watched for Bleach so far. 

Of course, it's not quite over yet, since we've still got around ten episodes of filler, as we go to the 'coda' of this arc, the Toju/Sword-Beast arc. 

Random Notes:
  • Like most fillers, based on the captain lineup, this season would take place after Aizen and company's defection, but probably before Ulquiorra and Yammy's arrival in the human world. If we want to force all the fillers to be canon, basically almost everything takes place in that time period. 
  • There are a lot of parallels to the TYBW arc's structure, huh? Chojiro falling in the opening stages of the arc, the Shinigami being unable to use their Zanpakuto abilities (just the Bankai in TYBW), some conflict with the two Zangetsu spirits, and one of Ichigo's allies going through a seeming betrayal that the audience can tell is bullshit (Byakuya/Uryu)?
  • Out of the named captain/vice-captain Zanpakuto that were already revealed to the audience at this point, only Itegumo is conspicuously missing. Kubo would later reveal in an interview that the anime staff never asked him about Itegumo. 
  • I love the post-credits gags for this season! There are a lot of funny self-aware moments, like Iba yelling about subjugating his Zanpakuto (and no one knows what it's all about), and I even like just how little of an impact Chojiro Sasakibe has in the canon material leading up to this arc that it's even part of Gonryomaru's character. 
  • I really do find it interesting that Tenken and Tobiume both fight with completely different weapons than their owners. Tenken fights with some fiery chain-bolas when Komamura has never showcased any of those abilities before; while Tobiume is waaaaay cooler than Momo with those giant metal fire-bells connected with a long cloth. 
  • Taking into account that TYBW would reveal that Zabimaru has actually been hiding its ability from Renji, it would make sense, actually, that it would appear to Renji in different forms. It's also worth noting that when they use Bankai: Hihio Zabimaru, the baboon half of Zabimaru remains unchanged and only the snake changes into its giant serpent form.
  • A fair amount of people get to see Ryumon Hozukimaru, namely Soi Fon and her Stealth Corps... but the TYBW arc would later reveal that the existence of Ryumon Hozukimaru is kind of an open secret among several captains anyway. Throwing Soi Fon into the mix of captains in the know wouldn't be that huge of a stretch. 
  • I actually wanted to see more of Hozukimaru being 'lazy' and a 'slow starter' as described by Ikkaku, but we don't really get to see that. In fact, Hozukimaru just feels like a clone of Ikkaku's own personality. 
  • It is rather interesting that Yachiru says absolutely nothing about the existence of Zanpakuto spirits running around her, but I suppose it's in her best interest to keep it all a secret, still... if she even understands her true nature at this point, even. 
  • I absolutely understand why Minazuki would take the form of a hooded figure, since we only ever saw its manta ray monster shikai form, but... it's surprisingly similar to a certain Sternritter "C" that we'll meet in the future, huh? 
  • I thought there was a pretty cool moment in the finale when Soi Fon just wants to charge in and just blow the shit out of the Muramasa dome, and everyone else freaks out because Ichigo's still inside. Ultimately Hitsugaya talks her out because of collateral damage reasons.