Tokyo Ravens is a lot of things, but one thing it definitely isn’t is predictable. At a macro level at least, on a micro level varying tropes come into play with the characters that are hit and miss in terms of their effectiveness. It’s perhaps not even fair to say its plot is unpredictable; it is insofar as that if you are not paying attention and wholly invested in the story, character titles and lineages then a lot of the series bigger reveals will creep up on you. That investment doesn’t just reward you with predetermination about who is the reincarnation of whom but generally a better understanding of what the devil is going on.
when she isn’t whipping down her hakama pants only for Natsume to walk in right then. Oh how unexpected
It starts out with a love triangle, followed by a death, followed by a “must get stronger” subplot and then a fox girl appears. Harutora’s ascension (and the audience’s initiation) into the super-charged spirit world of eastern mysticism is similar in approach to the underappreciated Tokyo Majin but the blend of old-world chants, talismans and spells with humvees, mobile phones and the Tokyo skyline is distinctly its own. Weave in some psuedo-political intrigue, sedition and the stalwart campus love comedy and you get at least an impression of what Tokyo Ravens has to offer.
Just like the taijitu that features so heavily in the plot, Otogi Zoshi is split into two parts with elements of its twin interspersed throughout. The tonal and aesthetic difference between the two parts is arresting, the first favouring a poised and atmospheric wander through a viciously feudal Japan, the latter a collection of modern mysteries scattered around Tokyo and sharing many similarities with the latest two Shin Megami Tensei: Persona video games. This division of themes and story promotes perseverance: if the initial tale of blades and intrigue doesn't engage, perhaps the dark and foreboding march across many of Tokyo's landmarks will. Conversely it threatens to alienate an audience that fell in love with the first story or losing them before the second begins. By and large it succeeds in crafting a compelling story with characters that, crucially, work across the gulf of a thousand years, however even with the guiding hand of Production I.G the series isn't without its flaws.
switching between schoolgirl prep and urban pop with pleasing regularity
The Heian era city of Edo is infected by discontent: famine and lawlessness plague the streets while the outlying lands are run by thieves and malcontents. Even the Emperor isn't immune: struck down by a debilitating illness and without long to live, his closest aides, advised by the mystic Abe no Seimei, send word to retrieve the magical magatama stones in order to save the capital. With the eldest son of the Minamoto household, Raiko, bedridden it is up to his sister Hikaru to undertake this task. Disguised as her brother and joined by her faithful bodyguard Tsuna, and eventually the womanising Usui, the enigmatic Urabe and freakishly strong Kintaro, the group hunts out the magatama against foes both weird and devious. On their return however, all is not as it seems and the Emperor's aides have ulterior plans for the magatama, although it will be Seimei whose actions will have the most far reaching consequences, the ramifications echoing a thousand years into the future.