There will always be something enticing about the portrayal of MMOs within anime. Like .hack//sign before it, Sword Art Online tickles the fancy of those who revel in finding the glitches, the rare objects, the dark and hidden zones of online worlds that subvert the otherwise strongly governed rules and are all but untouched by the masses. For the first half of the series at least, again like .hack//sign, the pesky outside world cannot interfere, for the players of SAO are locked into Aincard by a nefarious programmer. Reach the 100th level and escape the game, if you die you die for real, if you try and take off the gear used to access the game, you die.
Three simple rules, ten thousand players, starting pistol... Go. From there protagonist Kirito, a beta tester and all-round MMO connoisseur, is able to single-handedly charge through what would otherwise take squads, groups, even whole guilds to defeat. A lovely bit of wish-fulfilment intimating that by relying on solitary skill rather communal co-operation a single person is able to succeed and thrive.
Battles have all the subtlety of throwing a super sentai squad and some fireworks into a washing machine and hitting 'spin'
In Accel World's jargon Zero Fill is when, due to lack of willpower, the signal transmitted to an avatar is reduced to zeros only. A fitting analogy for a series which, despite some promising foundations, an unconventional protagonist and a general high level of visual polish, ends up being brainless and largely unfulfilling.
It's not surprising given how exposition and the script in general is delivered like a kudgel to the forehead. Regardless of ongoing events, be that an all out war or impending attack , meticulous explanations as to what is going on are sure to follow. Combined with the protagonist's ostensibly chivalrous but archaically chauvinistic desire to protect the gaggle of women folk who flock around him, it's not long before genre titans like Bleach and Naruto begin to exert their influence.
Following up the critically acclaimed and astoundingly brilliant The Girl Who Leapt Through Time was never going to be an easy prospect but with a timbre shift sure to cement Mamoru Hosoda's role as a world-class director, Summer Wars proves to be a worthy successor both creatively and aesthetically. Taking the fluidity Madhouse gifted his previous film with, the animation is dialled up until innumerable characters are all raucously moving at once - breathing, laughing, talking and living on screen. Pomp and flair help avoid the stereotypes that so often go with virtual-world stories and though it still degenerates into a touch typing marathon, the excitable charm it displays throughout elevates it from the standard, tepid blockbuster fare.
a blend of virtual worlds, rogue AIs, questionable mathematics and enforced time limits
Kenji is asked by one of the prettiest girls in school, Natsuki, to help with a summer job; unbeknownst to him however is that her grandmother is soon to be turning ninety and Natsuki has told her family about a fictional fiancé that he must now assume the role of. Travelling out into the countryside around Ueda, he is introduced to the bustling, varied personalities of Natsuki's extended family and the palatial house and grounds that have belonged to the Shinohara clan for generations. In the virtual world of OZ however, a malevolent entity is wreaking untold havoc - shutting down vital utilities and gobbling up user accounts with nobody able to stop it. Inconvenience is only the start when it transpires the entity has a close link with the Shinoharas and it may only be Kenji, Natsuki and other members of the family who can stop real world devastation from occurring.