Stuck in (crowdfunding) eternity

So, the guys at âge are intending to put up another crowdfunding to remake Kimi ga Nozomu Eien: Latest Edition to current Windows, and probably consoles down the line. This is a fully standalone fare and has nothing to do with the Muv-Luv Kickstarter. As such, we need to take a deep breath of this fresh air and consider whether or not there are any reason to back it.

At first glance, the plan seems to be solid, but very one-sided. As it stands, the crowdfunding will be for Japanese version development only. An English version might have another round of crowdfunding. It is only a possibility, so if you are an English speaking fan with no Japanese language skills, your incentive to support the first round of crowdfunding would be for the merch âge might put down, and for the possibility of another crowdfunding for the English version. This very unfair for Western fans, especially now that the economy is tanking hard worldwide and everything is getting more expensive each day.

While I can’t say anything solid, my guess why âge would want to proceed with this sort of path, for now, is that the Muv-Luv Kickstarter ended up being a net monetary loss overall for all. The production of goods cost more than initially anticipated and shipping stuff out took longer than expected, which in most cases leads to extra storage costs. Seeing how âge wants to approach this Kimi ga Nozomu Eien remake crowdfunding, they probably want to play it close to home. Crowdfunding is full of potholes a first-time runner won’t know about, and the amount of stuff people could get as backers was somewhat insane in hindsight. Kouki has been going on and off about the Kickstarter and the staff in a backhanded way in his vids, and while he hasn’t named any names, seems to carry ill will towards some of them. If I’m being frank, his ego is showing in a negative way, and its apparent how âge has approached KGNE remake’s crowdfunding.

Another issue is that due to market reasons and nuances, this remake will be all-ages. No R18 material will be included or patched. There are a few ways to describe it. Seems like the Japanese side tends to use PS2-version as the main descriptor, some use All-Ages like yours truly, and then there’s the straight up and blatant censorship. I get why all three have their reasons. Though I admit I will call this case censorship as well, as Latest Edition has erotica, and its Remake won’t. I stand by my old argument that these scenes are important to the story and characterization, as they reveal important weaknesses and strengths with each character. Some are rather in your face for sure, but some really are a crux. Losing them lessens the story itself. You can dance around them and depict their effects in different ways, like what the how the TV anime adaptation did, but more often than not, that’s less effective.

Kouki himself has begrudged the attitude difference between the domestic and the Overseas fans. Apparently, the Japanese fans are more understanding and see the little nuances that prevent these scenes from being included, while the Overseas fans are more ready to drop criticism and ask demand full R18 version to be made.

Of course, the market is the thing that is cited to be reason why Latest Edition’s remake will be All-Ages. You won’t get on Steam if your game has porn in it, the reason why indie developer Shimenawan is also pulling the plug Lorena and the land of Ruins’ adult content in Japan as well. While there are other platforms that would freely allow fully adult versions of games being sold, and with someone like Mangagamer a physical copy in form a USB drive would be possible too, âge has no real incentive do develop another version. In principle, they might see more sales from fans who double dip in both ponds, but considering how omnipresent Valve seems to be in the digital PC games market, someone during the approval process might pull brake the process to halt if there’s another version that has “questionable content.”

Things get a bit more complex when take into notion that âge hasn’t been in charge of the ship since Avex came into the picture. It’s a bit of a mess how the companies are connected. Let me correct one thing that I constantly say but don’t really intent; âge wasn’t in charge of the Muv-Luv crowdfunding. Degica licensed Muv-Luv and Muv-Luv Alternative from ixtl, which was an entity that managed ACID’s copyrights and did development too, but was replaced with aNCHOR after Avex bought ixtl. âge’s just one of the brand names ACID owns, but any of the works produced by âge until 2020 are owned by aNCHOR, which is owned by Avex. âge, in effect is now jointly ran by both ACID and aNCHOR. I wonder why Kouki has tried to establish the distinction between the companies and projects recently.

While this upcoming Kimi ga Nozomu Eien Remake crowdfunding is ACID’s plan, they are allowed to do it with the permission from aNCHOR, and ultimately with Avex’s blessing. âge, or rather ACID, is no longer in position to freely develop and create products like those that they did before ixtl was established in 2011.

We can make a not-too farfetched guess that it’s not just the market forces that would prevent a full R18 version of Kimi ga Nozomu Eien remake from being made, but also corporate pressure from above. All the works that carries âge branding have become increasingly more cleaned up for general consumption. While I’m glad to see the more people enjoying Muv-Luv, I must admit that the necessary changes the developers and publishers have made to the IP has been a disappointment all around. Muv-Luv has changed, and so have the people in charge and the fans themselves.

I feel the franchise left me. Don’t mind that most of the post-Muv-Luv Alternative productions have been largely low quality or just generic garbage, but with all the changes and in-fighting, I’m still holding my original VNs and other pieces and wondering what really went wrong. While I can always say that, everything that goes mainstream is always ruined and trying to cater to the mainstream audience ruined the franchise, that’s not cutting it or even properly true. There’s been a more fundamental change, with Kouki having the dream of seeing Muv-Luv animated as the driving force. Has all the changes and projects been all about making that final deal with the devil?

I dropped the MLA after the first episode, and haven’t picked it back up since. From what I’ve heard, the show’s polarizing to a rather extreme extent.

So, I’m stuck. I’m not interested in a clean-up version of Kimi ga Nozomu Eien Visual Novel that lacks content its previous version had, which makes Latest Edition the de-facto most complete edition of the work. Kimi ga Nozomu Eien Reboot is still under the wraps and is a wholly different product, in which I have no interest. Make something new instead, a new Kimi ga VN for example. Muv-Luv Alternative sequels are in the works and coming, alongside all those side projects, so there are plenty of pieces to visit and see, but ultimately, it doesn’t work for me.

Is that all âge brand is now? Remaking and rebooting, making sequels and spin-offs? It’s all so terribly dull. With the KGNE Remake crowdfunding, intending to produce for Japanese market only in its first round, it’s as if there’s an underlying hostility towards the Overseas audiences. This seems to extend to the translators they employ roundabout ways too, if those streams are hearsays are anything to go by.

In all honesty, I do think remaking Latest Edition is a mistake, especially through a crowdfunding. That may be their only way to get it funded, but budget should never be an issue thrown at your fans like this. When the Muv-Luv Kickstarter was finished and rumours about Kimi ga Nozomu Eien being the next thing, people expected more or less a straight updated engine with a translation and nothing more. They could’ve gotten translation for that easily and cheaply at the time, but now things aren’t as rosy anymore. I hate corporate politics and what they do to people.

I have no incentive to support this crowdfunding. All I really ever wanted from âge, or ACID or whatever company owns the rights this Friday, to put Kimi ga Nozomu Eien out in English without any cuts made. So, at least during the first round of things, why bother putting down any money? I don’t like funding possibilities in this sort of economy. All this is out of my hands in every regard, so I’m not sweating over it. It can’t be helped.

There’s a large amount of new fans out there too. It’s a joy to see people loving something and being passionate about. If the franchise, and the people heading the franchise, had to change to ensure the longevity of the whole shebang, then that’s the nature of the beast I guess. The original works aren’t going anywhere from my shelf, and I can always dig deeper into them and further explore what makes them tick. Nowadays there are so many options to use AI and auto-translation tools that weren’t available before, making things a bit easier too. Seeing how fans have changed throughout these years does make me feel like an âgeing relic.

Are the BETA a form of life?

In my post Artificial Intelligence in Muv-Luv from a few years back I introduced the idea of the BETA to be a superintelligence, an artificial intelligence construct that is superior in speed and processing power to general intelligence, or human level AI. The stance that the BETA is a biological equivalent of human build machinery in practice stems from the Visual Novel itself, though Yoshimune Koki has mentioned in one of the streams âge does that the BETA on Earth were somehow faulty in their action. However, this post will ignore this, as author intent can change at any moment and what we know of BETA via official materials does not corroborate this to any significant measure. The closest thing we have is their homing sense towards silicon chips, which wouldn’t really do well if the Siliconians were present. Why would you create excavation units to violently home towards your own kind? This post will cross some topics covered with the post linked previously, but the core of the topic is very much different.

The BETA do not consider themselves a form of life, which must be a pre-programmed state. This is because the BETA can be assumed to be constructs of the Siliconians similar to how humans construct vehicles and other machinery, including computers. Each individual BETA outside the Superordinate have tool AI. They are akin to chess computer Deep Blue in that they are able to execute decisions based on pre-established patterns and motions. The BETA on Earth are mostly excavation tools, and pretty much everything in their path is matter to be collected and transformed in order to produce more BETA or to be sent back to the home planetary system in a transformed form.

The BETA, or rather the Superordinate, is an equivalent of Deep Blue’s staff who go over information gathered from the rest of the BETA and able to device new plans and actions. The best example for its creative thinking is its early rollout of Laser Class BETA as anti-air against planes, which gave the BETA an effective air superiority without flying units. The Laser Class most likely was never intended to be used as a warfare unit, but the particle beam it emits could be used an effective fly swatter of sorts. Later on, we’d see the Laser Fort Class, which was modified to ignore other BETA in its line of fire. Whether or not the BETA on Earth had a databank of warfare units and Laser Fort Class is something Superordinate pulled out, or if it was a new unit built based on existing unit data combined to make a haphazard combat unit, is unknown.

Each BETA thus has to have some equivalent of the brain inside them, but outside the Superordinate, are designed not to be creative thinkers. Hence the automaton comparison, and deduction that the BETA are not alive. In the modern era, we do not consider machines to be alive. They fulfil no requirements we set for life in this sense. They perceive themselves not to be alive constructs. Whatever the BETA definition of life, or their creators’, ultimately is, it does include the ability to revive from an inert state. The example for this is towards the end of Muv-Luv Alternative, where the Superordinate requires a proof that mankind is a form of life, producing a ripped body and demanding it be returned to the state to activation.

We can infer from this that the BETA, and by this extension the Siliconians, consider the ability to boot oneself into an active state from the inert state as one determining measure for life. This is analogous how computers can be powered on and off, something that can’t be done for either BETA or humans. In this sense, the 00 Unit is a paradox for the BETA, where her nature as a silicon-based lifeform due to her android status via full-body prosthesis still requires her to be fully active at all times, as running out of power leads to total scale failure of the full brain emulation 00 Units employ. 00 Units, despite their machine nature, can’t be rebooted from what we’ve seen, and death is as permanent as with humans and BETA.

The view that the BETA are not alive is a view from the Siliconians have installed in their constructs. Nevertheless, from the human point of view, the BETA can be considered a form of life. The classical view of being a physical entity with biological processes fits their bill, and the BETA actions can be described in animalistic senses, where human-level reasoning is lacking in both intelligence and creative thinking, but still work similarly to animals. For example, the Tank Class, or the Red Little Bastards, behave almost like ants when confronting humans or Tactical Surface Fighters. They tend to cover whatever large object they have with large numbers and begin to rip in. Other BETA have similar animals equivalences, though that can be put for storytelling and meta reasons rather than in-universe explanations, with few exceptions that clearly exhibit Earth-born characteristics the Superordinate has adopted for whatever reasons.

Due to multiple ways life can be defined, the BETA can nevertheless be viewed to be alive even in case of accepting them to be artificial constructs. Humanity perceived the BETA as a form of life, an invading alien force, due to their behaviour. On the surface, the BETA showcase all the necessary points to be considered alive, even if they are smart, and perhaps not even properly sentient. However, just there is a split in the scientific community whether or not viruses constitute a life form, the same goes for the BETA. The individual BETA strains do not seem to be able to reproduce autonomously and require to be built as they don’t manifest all the functions that definition covers.

This is one of the sticking points where the BETA do not fulfill the requirements for biological life. The BETA don’t adapt either to their environments, but rather they are adapted by intelligent design. From what we’ve seen, all BETA strains are of same size and same form, which would hint that the BETA are manufactured, or birthed, in their full form. Perhaps the BETA are formed in a type of artificial abiogenesis, overseen by the Superordinate rather than being born in any fashion. There is no growth for BETA as such, but they are able to be repaired to some extent. Some of the Destroyer Class BETA showcase different patterns on their shells, which indicate areas that have healed from damage. Whether or not this repair is from BETA’s own self-repair function or there is an unseen strain that functions are a medic of sorts is unknown, but I assume Destroyer Class’ shield would indicate self-repair, though just like with Earth-born lifeforms, this self-repair system can easily be overcome.

The BETA can be considered as artificial life, automatons that have processes which resemble or are designed based on biological processes. This is what they essentially are, whether or not it is by coincidence, as constructs. This is mostly engineer speak though, as in common parlance A-Life is mostly a marketing term used to describe things like AI toys and such, like Sony’s Aibo line of products. While we can say that the robot dog toy isn’t alive, we still tend to reflect towards it as if it were. There are numerous companions toys that are designed to just do this, like Hasbro’s Joy for All robotic cat that is intended to act like a very friendly cat to alleviate loneliness people, especially the elderly, experience. While these A-Life toys have been designed to exhibit how real animals may act, so do BETA, at least from the human perspective even if comprehending their core intention eludes.

We could say that the BETA clearly exhibit biological functions that other Earthborn creatures do. This would very much a human perspective, which is in conflict how the Siliconians see the matter. Nevertheless, mankind’s tendency to see life where there is none, like in cars and electrical outlet, puts all the above in question. This is because it is all about perspective and how we want to regard things. For example, some people already consider cars as if they were alive, with them having their own quirks and little things they do that set them apart from other cars. They behave in a certain manner. The same applies to computers, which use an extensive library of different kinds of tool AI to assist the user. They too have different behaviours that might be exhibited throughout their span of life, some of which are completely unique to one specific computer. You often find people talking to machines like they were alive. While nowadays we don’t consider the run-of-the-mill computer to be alive, this might not be the case in the future.

The future generations will live in more information spread world than what we do now. This will require more various kinds of AIs to be used across the board, which will turn machines to be more personable. Assistants like Siri already make phones sound like you’re talking to a person and their sophisticated AI routines aim to make this feel even more real down the line. At some point, there will be a generation that will consider computers to be alive in some sense. Perhaps not wholly scientific, but the definition of life has already changed and expanded multiple times. Sure, we could already say that computers are artificial life, even if they lack any sort of mimicry of biological life. They might be alien cars, trucks and mining machines for the aliens, but that doesn’t keep mankind from extending the same personifications towards the BETA in the exact same manner you talk to your computer. (Chances are you more often speak to the screen, which is effectively “the face” of your computer.)

On the surface, the BETA do exhibit necessary functions to be called their own form of life among others. Even when taking into notion that they are artificial constructs, they exhibit similar functions to terrestrial life overall. Whatever their method of reproduction is, be it literal construction from raw materials or some kind of multiuse womb they are quickly grown to full maturity, BETA are no of natural origin. I can’t overstate enough that while mankind regards the BETA as a form of life based on history and perspective, the Siliconians are in the opposite. If we extend the comparison of the BETA being nothing but biological machines, Siliconans probably would be about as surprised to find how a random connections of carbons have managed to form something that resemblances sentience, and even weirder, managed to construct life forms with limited sentience. In the end, whether or not the BETA are a form of life still ends up being a matter of opinion and viewpoint, depending on which side of the argument convinces you the most.

Music of the Month; Flash

Flash is dead, long live Flash. You might not remember the time when websites were blinky hells filled with animated .gifs and midis put on automatic blast. That’s not Flash, Flash hells were similar, but worse, with multiple elements of a site built from different pieces of flash and stuck together. Stopping all those scripts and different Flash elements became one of the many reasons why you wanted to block scripts on a site. Not only did it make the site loading faster, but also safer. Plus, much fewer ads to go around. Flash became less and less relevant in the teens, and now with the change of the decade, it’s support has been ended. HTML5 and whatnot have taken its place as the annoying fuck on the Internet that makes the otherwise pleasurable browsing such a bitch and a chore. Nevertheless, in the late 1990s and early in the New Millennium we had a golden era of Flash Animation, something that brought marvellous spectacles from every corner of the modern world to the trash tier TV-shows. Experimentation lead into some shows down the line being fully animated in Flash, and its janky and terrible looking animations became somewhat a standard. Even before Flash, we had Shockwave, but I guess only some people remember the Shockwave game sites, which were pretty much the same thing in Flash game sites. Just different platforms. Flash archives will keep all these products of the early century’s Internet culture at anyone’s hand, and people interested to see how… interesting it all was at the time. Play it once more, Jack.

By this point I assume most of Muv-Luv fans out there have already geeked out when it comes to Project MIKHAIL’s Pre-Alpha footage. While it only shows very early footage, it’s showcasing symptoms of doujinshi jank, a topic few posts back. There are some visual cues that have been taken from games like Guilty Gear Xrd with how hits pause the action for an effect. There are loads of effects on the screen as well, obfuscating the action to a large degree. Perhaps the screen is zoomed in for whatever reason, but that’s whole other issue. There’s also lots of glow and bloom in the glowy bits, which plays into the whole overt amounts of effects in play. Sure, TSFs have sources of light on them, but this is more an issue of modern design of having armour bits and shapes include nonsensical glowing parts, lines and bits that make no sense. Even if they make sense, they’re far too bright or constantly on. Granted, this is pre-alpha, so maybe all that stopping-effects is just the engine struggling, though I have some doubts on that. Then again, if this is going to be a mobile game, I’ll clock out early on.

The ultimate TSF action-game is still far away, as it would be a modified version of Virtual-On for massive arenas, freedom of combos and weaponry combined with thousands upon thousands of enemies coming at you at once. After all, TSF and Valgern-On controls are an expy of VO. I must admit that if I were to have a word in this development, I’d make a clear difference between standard TSF OS and XM3 upgraded ones. The main difference between the two were that XM3 allowed motions to be buffered and ignored certain safety regulations with the TSF, whereas the standard OS only accepted inputs after it had finished the previous action and had returned to a safe position. Meaning that an old TSF ace knew how to string and time his actions never to have the TSF stop moving, whereas XM3’s input buffering allows the pilot to bypass the restriction. The learning computer TSF OS has as a part of it comes into play here, as its AI was taught how the pilot would act and would anticipate the motions done in what circumstance, further taking down the movement lag between inputs. While this would be somewhat difficult to implement in-game, perhaps introducing some sort of smoothness of function to the action would be representable. After all, TSFs require their pilots to train in the sims in order to function as smoothly as possible, while a raw TSF would control like a frozen truck under a load of cement. Probably never going to happen, but it’d introduce an RPG-like mechanics to the player avatar growth as well as require periodical visits to the simulators, especially when gaining a new unit.

I won’t be discussing this year’s plans, as we’re hitting a 10-year anniversary relatively soon. We’ll discuss what comes after we’ve crossed the rubicon. For now, remember to sharpen your knives. After Christmas, they’re probably in even worse condition. A sharp knife is much more safer tool in the kitchen than a dull one.

Music of the Month; Dare ni demo aru ashita

It’s been some time I last sat down to type things down, but all things must come to an end and other things begin from it. The month’s break came in good use, I would’ve otherwise found myself a kind of nervous wreck you see some people being, burning themselves down for no good reason. I know too many people who have taken the world’s burden unto themselves, and when their strength hasn’t been enough and they’ve exahusted themselves, burning the sheer will to go on with anything, it’ll only hurt them and everyone around them. Purchasing my own place to live in, moving all the furniture and collections, then trying to arrange them into their proper places all the while purchasing necessities (like a new bed because the old one literally blew itself apart when I loosened some screws) and then living more than two months on a razor’s edge regarding my job, something that in earnest is still a thing, I’m sure you can tell that I didn’t need any extra weight on my back. We’re not going to back to normal schedule just yet, however, as I’ll have to prioritise work and things with this new-old house, both of which are delivering constant headaches. There are no plans, but I have some ideas and seedlings that I want to type about, but hopefully, our favourite Digimon blogger A9, or The Doc, will get his promised Star Trek post done at some point to cover my ass a little bit.

 

As for what’s been happening with the month, there hasn’t really been any time for me to keep up with events. However, I did notice that Kimi ga Nozomu Eien, or Rumbling Hearts, Visual Novel has been confirmed for an English language release. While I’d like to say I have been waiting for this VN to be translated like the rising moon, I have to admit that the time has passed for me. My currently longest, and one of the oldest, post is all about one specific route of the VN, the one that is probably “canon.” I put quotes there, as it’s really best to think KGNE as its own thing from Muv-Luv despite the two sharing overall continuity and were designed to be counterparts. Alas, their history is not exactly that. The two work are very different and the strings the play and the beats they hit are very different, and ultimately I would argue that their audiences are different. Sure, VN fans will eat anything semi-decent they’ll get their hands on, but KGNE is in its own league. It’s often cited to coin the term tsundere, though that’s not exactly correct. The reviews and articles of the time did call it the first nakige for ‘crying game’. KGNE‘s story beats hit points where you find yourself for numerous reasons, tearing up. Be it because something lovely and touching is happening, or because or something massively horrifying hit your way. From what I’ve read, it was also one of the first numbers of VN titles that, in its own way, legitimised the format for the common consumers. Sure, VNs had seen ports to home consoles well before KGNE hit the scene. yet this one didn’t just get ported to Dreamcast and Playstation 2, but also probably is still one of the handful few VNs that have properly well made animated adaptation. The now-busted podcast we had in Muv-Luv Kickstarter’s wake had a special episode just for KGNE and it’s one of the few things I would recommend anyone to listen to just because there are three other guys that aren’t me discussing the series. The show wasn’t just a hit in Japan, it was for a time a popular culture landmark and the work that defined âge as a development studio as well as setting them a benchmark all of their works would be compared to in the future, whatever they may be. It’s a work âge can’t surpass with Muv-Luv. They would need to create something new, something that wouldn’t have the baggage and expectations of a whole franchise and do it as if their life depended on it. Muv-Luv Alternative is damn close to this. I’ve heard that thematically Leaf’s White Album 2 has similar overall thematics, and to quote anon late 2014 It does Kimi ga Nozomu Eien better. Dunno, would be good Japanese practise, I’d guess.

 

I don’t know how many VN companies would do board games based on a family restaurant and side-characters working in said restaurant. I’d really want that Sky Temple tea set though, it exists out there somewhere

Anyway, KGNE is one of those titles that probably will feel old to VN readers due to its age. The medium has changed in subtle ways since 2001. Many things it does in writing probably will be seen archaic and somewhat driven to the ground, but that’s where perspective has to play a part. This is a thing that I had a discussion with few friends recently, with some of them being VN readers. A point was raised that even taking into ML‘s Kickstarter into account, translating KGNE now is rather late. It being removed from its frame of time will necessitate the aforementioned perspective, but most people won’t do that. They’ll go in expecting something grand and world-shaking. If you come from ML or numerous other hard-hitting VNs, there’s bound to be something to disappoint you. It’s very nature as a grounded slice of life, or This is true life as one of the taglines for the English anime release went, isn’t exactly something that seems popular or wanted nowadays. It has no fantastical elements to it to speak of. In business sense, KGNE doesn’t lend itself for sequels or franchising, which is really a plus from an individual point of view. It’s a single work that tops what it does. You don’t need anything more. The story starts and ends here, and that’s great.

Timing has never been âge’s strengths, and they’ve often kept pushing titles back due to delays of some kind, which ultimately kills interest, even among fans. The core build-in audience âge has, of course, is their main audience, with people who are nostalgic for the anime in the Western front being their second target. I can’t keep track how many times I’ve seen someone mentioning they’ve watched the show ages ago when they were a kid or something similar, showcasing interest to explore that original work.  While âge fans will know how KGNE is tied to Muv-Luv, I would consider it a misstep if that was the main point in the advertisement. Sure, that’s probably the easiest way go with it, yet that’ll build the image that these being tied tightly together means you can’t really enjoy one without the other. Separation is needed to deliver the best possible impact between the two IPs. A triple combo of presenting KGNE VN as a defining work of the company and massively classic piece of work in the medium would be the first hit, followed by striking nostalgia people feel toward the anime still by pulling in some recognisable bits and bobs, then followed by connecting it to Muv-Luv indirectly. KGNE has to be allowed to breathe by itself. I just hope it’s not too late. âge knows how to heat the flames in the forge when it comes to the fans, but the steel tends to cool down or burn out in the forge if left unattended, ultimately flame itself burning through all that coal.

 

If you’ve never seen AyuMayu Theatre, I would urge you to track it down and watch it

Coming Soon? I doubt, unless 2030 is soon for you

I’m glad KGNE is finally getting that English translation. It is a work I do think should be available for everyone. In the same breath, I must mention that I do consider every single sex scene in the work to be of importance. It’s part of the way the story is structured, and one of or two truly feel like traditional VN design where porn was a must. I do think the same way about Muv-Luv‘s scenes, mind you, though only a handful of them are truly necessary and highly important. Funny that really, all of them involve Sumika. Nevertheless. the translation also has to impeccible, but knowing how much love is involved with everything, I’ll show faith in proper handling of the work.

 

With âge intending to remake Kimi ga Nozomu Eien sometime in the future, I can’t help but I have to consider this to be the right step. Re-introduce the work to the Western audience, maybe try to get some kind of deal with whoever has the English license at the moment to release the Blu-Ray pack to strike gold with that nostalgia even more. With Sayori of Nekopara fame working on the KGNE Remake, I have to admit having no interest in it at the moment. Kimi ga Nozomu Eien Latest Edition was an expansion of the original for modern hardware all the while including new routes from Kimi ga Nozomu Eien Special Fandisc. Even after the Remake/Reboot, whichever they want to call in the end, Latest Edition will stay the definitive version of the original Kimi ga Nozomu Eien and should be considered as. âge doing the reboot means they have an insanely difficult task to surpass the original in every possible way, something I can’t believe they would be able to do. Perhaps a miracle will happen and I’ll be applauding it the finest piece of âge’s history. That’ll remain to be seen.

Latest, the most definitive, Edition

 

 

Music of the Month; Zoolook

In honestly had no music chosen for the month because nothing really has popped up that would colour the idea the starting the autumn season and getting back to work. Maybe there is, now that I think of it.

If you’re wondering where you’ve heard this song, it was largely sampled into Captain Blood‘s intro sequence. Just be sure to listen to the end

 

Before you get into the whole nitty gritty and draggin yourself back into the wheel that is work, eat, sleep repeat, remember to sharper your knives. Makes making those dinners etc faster and more safer than withaa dull knife, assuming you won’t avert your attention from the news.

With the previous post, the Hori Mini Pad for Switch review, was the first time I gave Wordress’ Block editor a go. It’s a system where you grab and drag blocks around, each blocking having their own stuff about them. Well, that turned out to be a disaster in itself. The system is unintuitive and hampers your workflow if you just want to sit down and type down something rather than create a whole new page. At some point I will end up changing the theme for the blog, but that’s something that’ll happen sometime next year. So, apologies for double messages, if people got ’em. Should not happen again, as I’d rather fuck off to another blogging site rather than use Block editor again. The reason the post went online on Saturday rather than Sunday was because my yearly leave ended on Sunday and I wanted to spent that day without thinking much about the blog.

In more relevant matters, Muv-Luv photonmeldies is now on Steam. If you missed the Kickstarter few years back, this is the last bit, before we forage into more unknown lands. With the Kickstarter and both Total Eclipse and Schwarzesmarken TV-adaptations localised, the Western fandom has expanded and found content providers more worthwhile on tackling various subjects and covering the franchise overall. While I still intend to continue with the TSF -plane comparisons at a later date (the issue still is with the lack of visual materials for some of the TFS I really would like to cover) as well as cover topics and themes that don’t get discussed too often, like with the Artificial Intelligence posts (can be found in the âge related posts, link above), I must admit that I have found myself falling into out from this niche. To say, some Youtubers and the other bloggers have taken the torch and ran with it. I don’t exactly mind it, I have no want to capitalise on something, even if it would probably bring in more readers or such. The question is of course When? and I honestly have no answer to it. I’ll have to regain that drive to cover those at some point, but at this moment I am still trying to excavate old magazines to archive.

Have I ever told you this is my single favourite piece made for ML? I probably have, but it’s still neat as well.

As for the blog overall, with further inspection and consideration, I’ll be letting more Wednesday’s posts go by. Certain necessities have risen up recently that will take my attention away about every other day as well as the need to continue a certain scanning project that is sorely late, dismissing one of the two weekly posts if necessary is a sacrifice I’m willing to make. However, as said, this happens if it is only necessary. On the other hand, Wednesday’s post should probably be considered as the Weekday posts, as it probably is better just to make one when I have the time for it, and a good idea. We can discuss if I ever had good ideas and have botched any decent ones I’ve had.

 

Artificial Intelligence’s self-awareness in Muv-Luv

The one topic I missed in my two previous posts about Artificial Intelligence in Muv-Luv is the question about personal perception of the AI. This was mostly because we have solid proof what kind of nature 00 Unit has as an AI, but the rest are less clear. The question can be asked relating to ourselves; do you consider yourself to be a mind driving the body, or do you consider yourself as one whole, mind and body together? It might do well to read the previous two, because I am going to use the same terminology as in them.

00 Unit as super intelligence was build on the personality of BETAverse’s Kagami Sumika. It works on the basis of emulating an existing persona and intelligence. If we take this 00 Unit as a standard model, 00 Units in general would require a replicated body for them to function properly. This is to avoid psychological issues, such as alienation of oneself. This is the same reason why Alex Murphy of Robocop still retains his face; in order not fracture the psyche inside the cyborg’s body. The super intelligence running 00 Unit bodies would effectively be emulated humans and could not be changed easily into another form of body. We can see Kagami Sumika’s psyche being completely broken and catatonic in its new body, partially due to complete sensory deprivation, Post-traumatic stress disorder and probably from her identity crisis. The 00 Unit body the intelligence inhabits is, after all, very different from the BETA violated one she last remembered being dissected. While the body was modelled after the original body, it most definitely was the idealised body Sumika’s memories had of herself. 00 Unit doesn’t become her “self” until she can resynthesize her broken ego, thus fixing her identity separation. 00 Unit Kagami Sumika may be technification of herself, but in the end the recuperated psyche is the same Kagami Sumika as before the original brain was destroyed for emulation. Ultimately, there is continuity between the pre-death and post-death consciousness without any separation or alienation between human Sumika and 00 Unit Sumika, which would indicate that outside physical matters, the ‘soul’ or self is the same.

Sometimes a fractured psyche can be healed with a help from an outsider. Sometimes with dicking involved, apparently

In principle it should be possible to overcome this psychological issue on the long run and allow 00 Unit to change bodies as long as the artificial brain can be kept running during the transfer, but the nature of human psyche would always mean that the mind and the body are considered to be one whole. The fact you could discard the body for a better one might take some preparations and not something to be done out cold.

We don’t really have much to go with the BETA. On the surface it might seem that they too seem to follow this pattern, but we don’t really know. Considering the BETA don’t consider themselves as a form of life, perhaps their AI considers itself as the driver of these biological machines rather than being a whole. Imagine their bodies to be cars that the AI drives. It’d be safe to assume that all different strains have a strain specific version of the BETA AI that’s “installed” during creation process. We’ve yet to see this process, but it’s easy to assume BETA are as they are from the moment they come online. Perhaps some of the BETA are birthed in specific chambers combined or even via Reactors, maybe some are specifically constructed. The Superordinate could be argued to be at least aware as a being, which would imply that it considers its body part of its whole.

These are very human-specific angles. In reality, we wouldn’t know how a general intelligence or super intelligence would think itself as. We can make some assumptions based on human psyche if we use brain emulation, but true machine intelligence would be a complete mystery, especially if it would be spontaneous. We should be able to control how AI considers its own personality, but at the same time a super intelligence should be able to decide this for itself.

In case of alien created AI we have even less basis to go by. The BETA might as well have intelligence to view their bodies as disposable ones that they inhabit but are not necessary part of their self. Perhaps a destroyed BETA with intact brains gets its brain reused as-is rather than needing to go through the recycling process that humans and other carbon based lifeforms have. Perhaps there’s a general psychic link that governs all strain-specific BETA units but acts on per individual level. BETA, when low on energy, do seek the closest Reactor automatically. How they recognise where the closest one is has been left unanswered, but let’s assume it is similar shared network that exists between Hives and Reactors. This would imply that the link is not physical, and we could assume that it has something to do with the psychic link the Superordinate could establish with Yashiro Kasumi, similar to what 00 Unit Kagami Sumika unwillingly and unknowingly shared with the Reactors. While there is no proof, the idea of a semi-universal artificial hive intelligence coordinating some BETA strains is an interesting thought. However, it is more probable that each BETA unit had their own intelligence in order to keep the whole point of reference with computer equipment and the TSFs.

Perhaps ahogemmunication should’ve been tried first before microwaving mushrooms

We can say for certain that the tool AI used in Tactical Surface Fighters doesn’t have enough intelligence to have a sense of self. This is expected, as the whole learning computer element is very much something that exists in Mobile Suit Gundam and is about as explored as in that franchise. However, we don’t know whether or not future TSF will have more general AI in them, and whether or not they would be tied to a Fighter or the learning computer. It would make sense that it would it would be both, being able to adapt to the pilot’s style and something that could be transferred between machines. This kind of AI probably would require some simulation time to learn a new machine. With this approach, this theoretical general intelligence would be similar to Knight Rider‘s KITT or Full Metal Panic!’s AL, as both have been showcased to be able to be transferred to a new “body” without much problems in end-functionality. It’d be just there to help the pilot, as well as converse. Depending on how advanced the TSF AI ends up being, it should’t be impossible to write a romance story between a TSF AI and an artificial person. Silicon love.

I doubt the series will ever address what kind of self-awareness BETA AI has if any, but that’s not really an issue that the franchise wants to concentrate on. Perhaps a small spin-off in the future could be build around the ramifications of creating super intelligence based on human brains harvested by the BETA. While building a working 00 Unit during what can be argued to be the most crucial moment in the human-BETA war, afterwards the issue of super intelligence monopoly and the psychic power elements it brings with itself are as crucial as the issue of necessitating killing a person for brain to be emulated. Arguments can go anywhere between committing a murder to giving a new chance in proper life. 00 Unit method of brain emulation also side steps an issue, where an individuals consciousness could be stored and re-used from a default state time and time again, as it necessitates destruction of the original brain and the artificial brain can’t be powered down without total loss of data. The BETA don’t have any problems about recycling materials, so whatever ethical protocols govern their actions do not apply. After 00 unit, the series should apply itself to discuss the morals of destructive brain emulation, if future of the franchise will see more of them. Depending the source of the intelligence, the end result may be total breakdown of he psyche, from which recovery is impossible. If that would be the case, would it be ethical to simply cut the power from the emulation, still try to work with the psyche, or maybe even try to change the emulated target itself? In principle, with enough understanding of the technology and how the brains work, it should be possible to modify the emulated target to circumvent any issues regarding self-awareness, which again opens a whole new can-o-worms.

 

Broken Luv

One pastime I’ve seen Muv-Luv taking part in has been making up ways how the core story could be translated and adapted for animation. Everything from two cours (aka twenty-four episodes) to a series of movies, things have been explored a lot. However, very few of the discussions have been what I’d describe realistic. They’ve been best case scenarios after all. With the announcement of Muv-Luv Alternative in Animation, the issue has become less academical. I’ll be using that in Animation suffix when specifically speaking about the upcoming animation to make a clear difference. It’s not its official title or anything, but I like the sound of it. Sue me. Guesses are left and right what form the adaptation will take and how many episodes, what changes will be made, what studio will be working on it and how the air-intake hairs will survive. Looking at modern trends and the history of Muv-Luv in animation should give us some idea.

The main reason Muv-Luv  as a whole can’t be adapted for television or otherwise is because at its core the storytelling is broken. Fans know that Muv-Luv was originally supposed to be relatively contemporary piece to Kimi ga Nozomu Eien/Rumbling Hearts (which really should be Trembling but âge English is kinda like that.) It was not intended to be three-part sprawling venture, but as KGNE saw success, plans grew and bloated to the point where it had to be cut in half. Extra was meant to be its namesake, an extra chapter after you’ve managed to find the one true love that would prevent world from going to hell with The Day After, not a character-setting twelve hour comedy romp it became. Unlimited wasn’t supposed to be a thing on itself even, but more akin to different routes that lead to similar ending. After multiple read-through, perhaps needing to unlock all other endings or just few at first, you would be able to find the titular True Love route. With ML Alternative putting emphasis on Takeru being cycled over and over again with little to no memory all the while retaining physical attributes, the original core design of the Visual Novel was completely different what we got. Its scale was smaller, more focused and KGNE‘s running success changed that.  âge originally pushed back Muv-Luv to a 2002  release instead of its original 2001 as they revised its scale, but ultimately had to be pushed out in February 2003 due to the company running out on time and money. At that point, the story the original product was already split and broken. Alternative would definitely follow in 2004. It wouldn’t until February 2006, and in the meanwhile some smaller stopgags like Muv-Luv Supplement were pushed out.

Muv-Luv is often described as a trilogy, but in two titles. This still trips people up, which further shows that something went wrong at some point. Maybe making a difference between Unlimited and Extra was a mistake in itself and something better should’ve been implemented. Merch and spinoffs make good use of the labelling though, but only if you already know what’s what. There is no product separately sold as Muv-Luv Unlimited

Muv-Luv and Muv-Luv Alternative has been criticised for being badly paced, and that’s just one result of the work as a whole becoming so huge. The Genre Shift between Extra and Unlimited is a direct result of this as well, which has lead many people to dislike the now-first part of the three core stories. Multiple real-world events changed the plot-line here and there, like the 2005 London bombing. Certain event later in Alternative probably saw the most changes, as âge wanted to avoid accusations of portraying terrorism in a positive light. That wasn’t the only issue, during development âge always feared that their work would be be labelled as extremely right-wing, so the original version of MLA’s Imperial Japan went through revisions. Some hints to the original plotlines still exist in the final work, like having a tsunami at the end of Operation 21st, whereas originally it as supposed to devastate Niigata. 2004 Chuuetsu earthquake was the reason its results are largely glossed over rather than be a significant part of the story, where Kashiwagi was supposed to have a major role. Discussion whether or not real world events should be allowed to influence artistic integrity and vision like this may be relevant, but at the same time we also have to remember how Muv-Luv overall is a commercial product and companies have to be aware of how they depict things in order to avoid bad rap. It’s a careful balancing act, sometimes you have to sacrifice some of your vision for the sake of the product itself.

With numerous revisions that weren’t originally intended, bloat finding its way in with meandering bits here and there, it’s not hard to see where bloat sets in by itself (just like this post, amrite guys?). Things kind of just ran ahead of themselves as the scope grew, but deadlines are a bitch and you can’t delay a product indefinitely, no matter how âge would like to do so. All three parts suffer from spots where the story grinds to a halt. The VNs are somewhat infamous for halting the progress of the story to deliver information to reader in major sections as info dumps. Very few works have managed to drop an hour’s worth of info into the reader’s lap and expect the reader to absorb it, and Muv-Luv isn’t one of them. No matter how interested you’re into the characters and the world, being stuck in a literal school lesson for information that could have been worked in better is simply bad design. Lacrosse arc’s existence is literally just to foreshadow how the character dynamics will clash later in, and has an equivalent even later in the story, yet the arc itself is considered to be low point in the whole body of work. It’s dull and we already knew the character’s personalities at that point. It’s overly long and some people just skip it. Despite the story itself being damn well written at its core, the bloat shows itself here and there. Muv-Luv is at its best when it has a nice jogging pace with few moments to slow down here and there before the events hit a nitro boost. It likes to wallow in going on and on about things, especially during Alternative. Being invested into the characters is its saving grace, but that’s almost a coin toss.

If an animation would like to cover all of Muv-Luv as it stands now, from the very start of Extra to the very finish of Alternative, we’re too late for that. With the lack of success with Muv-Luv Alternative: Total Eclipse and near total disaster with Schwarzesmarken, I can assure you Muv-Luv Alternative‘s animation adaptation will not get more than one cours, twelve episodes. The IP may have been in a better in late 00’s when Akane Maniax was supposed to set Muv-Luv animation up, which never happened as the deal fell through, but now the IP is volatile at best, dangerous money waste at worst. âge has not produced anything that has made an impact since Alternative and I’d argue their most successful project after that was the Kickstarter. That of course attracted lot of attention and played large part in the future of âge. A million dollar crowdfunding from an internationally unknown company is bound to raise some attention. We know that something is always going on in the corporate background, and you can bet animation rights were discussed in the background at that time, culminating in in Animation. Avex’s obtaining âge from Acid and ixtl being terminated in favour of /restructured into aNCHOR are all results from âge’s media failures and Kickstarter’s success. We should put an emphasis on the Kickstarter, as it served as a cornerstone for âge’s real realisation that they got international fans and untapped market. Well, as untapped as you can get with Visual Novels, they’re not exactly a success in Japan either with handful of companies going bust each year. The media being sold as games harms it, as it does not represent its true nature as literature allowed by our digital age. In short; VN based IPs are pretty fucked at the moment, unless they can diversify themselves. âge’s both mobile games have failed and closed in about year after their launch, VNs sales have been lacking (mostly due to lack of products) and both television shows were effectively bust. âge might still have faith in the IP, but the surrounding companies will think twice or thrice before throwing their lot in.

All this, and the current trends, tells me that Muv-Luv Alternative will be a one cours show with about twelve episodes. We’ve already seen numerous redesigns of the characters in Exogularity books, and modern take on the characters is effectively required. The show and the story must be retooled to fit the modern age, both in its core structure and in designs. I’ll argue that the Tactical Surface Fighters are the best designs in the franchise, as they’ve been designed to be largely ageless. They don’t really look like mechas from the early and mid-00’s. Hell, if anything the visual flavour TSFs are in has become somewhat popular. Sure, you have the paper thin waist and some oddities here and there, but largely TSF designs are made well enough to still look fresh. The same can’t be said for the characters, who look like they’re stuck in the change of millennium. Anime style has dropped geometrical (and puffy) hair in favour of sleeker, flatter hair. I don’t find anything offensive about the characters despite being an old fart who still buys 1980’s comics like they were new, yet we can’t ignore how each era has its own visual flavour. The above are not the animation designs or anything related to the animation in itself, but this is the direction we’re going to some extent. âge is a trend follower rather than setter in this. Despite Ban being 10/10 in visual style and I would want him to be employed 24/7 with everything I love, you should expect something different still. Something that’s already tested the waters and that is massively successful. Maybe the guy who did Girls und Panzers or the LoveLive guy will do the redesigns for the anime. Those have been popular shows, and something people would recognise. Hell now I want to see Sugimori-style Muv-Luv content just for the kickers.

One cours adaptation might be able to fix Muv-Luv‘s pacing as much as it probably will completely destroy it. If it gets more than one cours, hey that’d be fine too. However, what Muv-Luv Alternative in Animation needs from the original work is its core intention. The original form of Muv-Luv is still there, under all that extended plotlines and content, all that bloat and info dumps, under all the sectioned and split parts. Let’s take it as face value and consider the title as true; it will be just the Alternative portion of the package. This would mean both Extra and Unlimited would be relegated to being flashbacks and references. The series would be build on mystery about this one guy who clearly knows something bad is going to happen if things aren’t done the right way, but at the same time he doesn’t belong here. There’s a crashed giant robot outside his home, but somehow that doesn’t really phase him. Familiar faces, familiar places, but it’s not his home. Muv-Luv Alternative in Animation would have to build itself on the last cycle of the original design, and on Alternative we got, relegating Extra and Unlimited as necessary flashbacks, maybe even visiting those events. You could start the series with one episode of showcasing everyday comedy in Extra setting, then move into an episode ending cliffhanger with the BETAverse. In between this, show Takeru dreaming of all the other possible routes and events, all the misery and death the world would know if he didn’t put the foreknowledge be obtained from repeated deaths into proper and immediate use. While the Visual Novels build on the reader becoming invested into the characters and even falling in love with them, that is the result of the whole product having been restructured. It has become the VNs main strength and weakness. If you’re dedicated and invested in these characters, you will stand through the bloat and bad pacing. Hell, you probably won’t notice them all that much, because you’re heart and soul is in it. If you’re not, the rest will probably kill your interest before you get to the main dish of the whole story. Muv-Luv Alternative in Animation has to focus on the core and leave all what we now consider as set-up as something a mystery. Other characters will get emphasised, lesser ones will be cut. The same applies to events, and some will see modified, rest assured. Twelve episodes is enough to adapt Alternative with some Extra and Unlimited trickled in, but as said, it’s a delicate surgeon’s job. It will be familiar to the fans, but at the same time, this show really needs to be a hit with the larger audience. At this point, a Muv-Luv Alternative animation can’t serve just a commercial vehicle for the Visual Novels, we’re about a decade too late for that.

While we’re at it, go watch Ayu Matu Theater

I have no data why âge’s 20th anniversary stream didn’t put anything solid down on development and releases outside Project MIKHAIL. All we got We’d like to do this and We don’ have budget set. At face value you could almost believe that âge doesn’t have the money to put projects into full development cycle and publish their products. Maybe that rumoured Kimi ga Nozomu Eien translation got stuck due to the same issue, maybe requiring crowdfunding down the line or be split into two products like Schwarzesmarken was. SM VN’s sales were terrible, mind you, splitting a whole product like that is never a good idea. Except they kind of did that with Muv-Luv already. Still, the lack of sales would indicate this for sure, but at the same time I have to question if the fans have been the only thing keeping âge alive? If the fandom wasn’t so solid and willing towards the company, would âge have gone the way of the dodo already? That Kimi ga Nozomu Eien remake has been in the works on some level for at least five years now, and Muv-Luv Integrate seems to take elements from Strike Frontier’s second season but I’ll get to that whenever I write about Integrate. A new The Day After probably will most like maybe be done. Everything’s vague, outside that we’re going to get that animation, and that’s probably a linchpin in all this. If this is the third time a Muv-Luv animation fails, they don’t have much material to work on anymore. The core story where everything else stems from has to hit the mark, there really aren’t any other options.

Just as a quick tangent, what can they hope to do with Kimi ga Nozomu Eien‘s Reboot? The story doesn’t need more elaboration on, it is a full package unto itself. The only worthwhile addition I can see it happening to it if they’d actually make it more an actual game, with scheduled events, character stat management and Adventure game styled options to interact with each scene. I don’t have faith that modern âge can add anything worthwhile to the package. If it’s going to end up being similar to Kimi ga Ita Kisetsu remake, aka worthless waste of everyone’s time, I can say I’m not interested. I may be be a fan, but I’m not one to blow money blindly on products that can’t make their original versions obsolete. Sure, modernise it with new style, tweak the story a bit here and there to fix some of its problems, maybe add a scenario or two, but what are they going to do in order to add unique value? Tie it more to Muv-Luv? I’d consider that a major misstep. Integrate may be a project to bring all that together, but Christ if everything just ends up being Muv-Luv in a way or another, I’d like to have that early 00’s struggling âge back in order to force them to work with smaller scale titles and even more limited budget and staff. It’d be the very opposite of diversifying your product line. KGNE Reboot has to have value on its own, something that will both obsolete the original product and its Latest Edition iteration, and make it stand alone on its own two feet without resorting to nostalgia and other IPs.

It’s both rather funny and disheartening to consider Kimi ga Nozomu Eien to be âge’s breakout title, but also the title that made the company name to be reckoned with. As much as Muv-Luv Alternative is talked to have influenced this and that, like Attack on Titan, it still had less an impact that KGNE. Hell, at the time I was reading Japanese magazines claiming the title solely created so-called nakege, titles intended for the consumer to cry over due to its emotionally hitting writing and topics. Tsundere is often coined for âge and KGNE as the originator, which isn’t exactly all that correct, but sure let’s just go with it. It was also KGNE animation that broke through to the general consensus and people who didn’t care for VNs at the time were reportedly picking up the PS2 version just to check the it out. The sheer success of that one property was never replicated in later works, and ultimately âge became almost obsessed solely to make Muv-Luv related products, dropping their other sub-brands completely and all other types of products they were making. I don’t see this as a healthy way of doing  business. Visual Novel companies never had million dollar budgets to throw around, especially now that they’re a slowly dying niche. It is a small miracle Muv-Luv and Alternative were even made with in their current form, especially by a company who often gets criticised for mishandling scheduling and budgets.

I’m not worrying over Muv-Luv Alternative in Animation. If it fails, nothing has changed and the course of the company will stay the same. If it succeeds, âge should have more resources under its belt to get something off the ground again. While you can live on your core fans to certain point, with remakes, localisations and sequels, expanding that base is required if you want to do more and expand your company. Maybe building a full-fledged strategy RPG could do the trick, or an action game similar to Virtual-On and Another Century’s Episode could do draw in some attention. The setting surely allows all this. Perhaps finally create something new and not rely on Muv-Luv as the only piece they have to offer.

I hope I’m not alone in thinking how Muv-Luv and Muv-Luv Alternative together make a great story, but the way the story is told in the Visual Novels is not exactly a class in masterclass prose. Perhaps the original intention was worse, maybe it was better. Maybe all those revisions, all the work that, blood and tears that went into making its final form, flawed and lacking as it may be, allowed the title to be the very best it could. It might have become somewhat impenetrable to some. Muv-Luv may not have become a pop-cultural juggernaut, but its impact on different sects of popular sub-cultures can’t be denied. If Muv-Luv were ever to get a full-on remake, I’d wish the originally intended form to be implemented, that its original intention would be realised  in full-scale. in Animation has all the chances to fix the spots where Alternative faulters. It’s going to be a tough job, especially all the while it has to be modernised for completely new audience that wasn’t there in the early and mid 00’s. Expectations are high. We’ll have to sit tight to wait and see.

Short synopsis on âge’s 20th Anniversary stream 2019.10.22

âge’s 20th Anniversary stream announcements were more or less what I expected. All of my three predictions were met, but let’s cover the what happened in the stream itself.

Before the main event started, a fan of Muv-Luv Alternative Strike Frontier appeared on the stage alongside with âge’s staff to showcase his sequel idea. The game looked like a Diablo clone with RTS elements. Overall, it would make an interesting doujinshi game, or even a nice mobile phone game, something that wouldn’t take too much of your time. The game would consist of strategy phase and an action stage. Nothing much else was shown outside a small proof-of-concept gameplay, as he fan found making a video too gruesome.

The first real part really was covering the twenty years of âge, with jokes about how everything turned to Muv-Luv at the turn of the decade. Pretty much everything after Muv-Luv Alternative became just Muv-Luv and no new IPs were created. There’s nothing much to be said.

The whole chart be available later in their website

After this some lingering issues were covered. Mobile and tablet version of Kickstarted Muv-Luv is still in works, but they don’t have any dates set. The final The Day After still in works, Kouki jokes that it’ll never come out, but he wants to push it out, finalise it even if it means that it has no animations to speak of. Koki is also adamant on pushing out a new issue of Agekunohate, their official fan book for their fanclub, though it it will be digital only. I find this sad.

Some people really want this

What should be noted that Tororo, the producer of VN studio Circus, made a revelation by taking his shirt off, revealing âge’s shirt with the announcement that he enters âge as Muv-Luv’s general producer. Guessing he has been the guy in charge of having those numerous Da Capo and âge character visual cross overs we’ve got now and then.

 

We’ve known few years now that Kimi ga Nozomu Eien remake has been in works. We got further confirmation on it, though there is no set budget, date and even the showcased logo and subtitle Reboot are preliminary. What we should be expecting from it is expanded story, at least, and some other elements that wasn’t elaborated on.  This was my first bet, as it was a confirmed thing already.

 

The next long bit was the panelists and some visiting people giving their own history with âge and telling their story with the company and how it has impacted their lives. Hajime Isayama appeared via screen to retell how Muv-Luv Alternative impacted his  life and inspired Attack on Titan. He read it through in two days.

Both Koda Kumi and Hironoby Kageyama appeared after him. Koda Kumi told how much she appreciated working on Over the Top for Muv-Luv Alternative: Total Eclipse opening theme after she was getting back into music business, and Kageyama mentioned how working with âge further pushed them into the limelight with their collaborations. Similarly Granrodeo made their appearance and iterated much of the same points.

The next guess that hit my mark was some sort of spin-off title, mobage or similar. Currently titled as Project Mikhail would hit this mark, and was presented as straight up 3D action for Android and Steam. It would use subscription model, instead of pay-2-win or gacha. Rather than just describe it, have some footage they showcased.

Relatively simple, but there is potential. It will be released in Japanese, English and Chinese. Yoshiki Kashitani, the game’s director, has worked on such games as SD Gundam Gundam Wars, Final Fantasy XIII, Front Mission 4, Online and 5, Ogre Battle 64, Vagrant Story and numerous others. The game is intended for 2021 release.

 

My third guess was that we’d finally see a sequel to Muv-Luv Alternative that doesn’t take place in EXTRAverse. This has been hinted multiple times over, and both Exogularity books have hinted to what sort of direction it will be in.

 

The above screenshots are image boards, they are not representation of the final product or what will be in there, just the image, motifs, themes and intentions. Considering Yoshimune Kouki uses Turn A Gundam‘s Black Hisatory, the past Gundam series as sort of amalgamation timeline, as an example what he wants to do. I would assume him mentioning the multiple timelines that exist in Muv-Luv would be brought together, and considering Strike Frontier‘s unproduced second season intended to bring the BETA into the EXTRAverse, Muv-Luv Integrate would move toward that direction. If you look at some of the shots there, you can see people turned into BETA mutates, certain kind of fissures existing on the ground that are too smooth for natural ones. This is just me guessing the dark, maybe I’m far off. Probably am. There is no set date, things are still early in development and writing, and pretty much everything is mostly showcase of it could be like this. Don’t raise your hopes, yet.

What you should raise your hopes was something that was greenlit some time ago, that was showcased to the live audience and stream viewers could only hear sound of

Muv-Luv Alternative in Animation.

Images courtesy of Urahichi, yuganikoimas_hs and wizism.

If all goes well, we should be having more streams in the future as well as more Comiket stuff. Here’s for twenty more years.

You can watch the stream interpreted in English here in or in Japanese here.

 

 

 

 

 

 

 

 

Music of the Month; ななこSOS

Time to let out some steam. Month’s first post is, after all, a chance for random ramblings.

Unsurprisingly, due last week’s subject with sadpanda and the historical context of lolita complex in Japanese media history, few people asked if I had certain preferences, to put it diplomatically. Perhaps in the classical sense of having some infatuation with a cute character, but that’s more or less normal. People fall in love with inanimate objects almost as easily as they do in real people, or if life has shown that people are untrustworthy, the opposite seems to hold. In the modern, twisted sense? No. Then why would I spend any time on the subject than what I already have? It is solely historical interest. You know that one image macros, the one which shows how manly Japanese cartoons used to be, how adult and serious, and the Now shows nothing but cute stuff and shows with comparatively vapid content. Despite that image being a joke, it did launch an interest how true it really was. Reading history bit by bit via firsthand sources and consuming the media itself.

From someone who used to read history as a hobby, looking back at how consuming the media of old rather than just reading about it. Media can always be consumed, but events themselves can never be. However, much like when you’ve read enough history from multiple points of views, you begin to understand how everything tends to affects something, how events proceed from one to another. The similar effects can be said about media culture, where if you consume enough media of certain region, not just one kind but all kinds, you realise how much everything has worked in symbiosis, how cultural and historical trends in the media has raised its influential head here and there. It just has to be from relatively long period of time and understand the underlying trends. For example, just looking at the 1980’s anime scene with its OVAs and groundbreaking television shows is hard to understand without first without first looking at massive sub-cultural phenomena in the 1970’s like Captain Harlock, Mobile Suit Gundam and Urusei Yatsura. Those are major names, but only selected few with direct influences with 1980’s scene. Of course, the whole lolita complex, or culture of cute, should be taken into account as it was everywhere. If you go few posts back, I cover this a bit more there. Though I have raised myself a question that I have to find an answer to; where does Japan’s lolita complex, moe and culture of cute have original roots in? This requires some investigating.

To tell you the truth, I have been wanting to discuss this matter on the blog for a long, long time. However, due to difficulty and touchy nature of the subject due to its modern connotations, I have simply pushed it back and back again. I’ve talked about Comic Lemon People and series within in a lot, but never directly addressed it simply because there was never really a good angle to approach it with, and it seemed like time has made it ever touchier. However, Exhentai’s death (and rebirth) gave the perfect angle with archiving and its historical value, an angle I’ll probably stick with in the future when and if talking about the subject. On a side note, the alternative music just to continue with theme would’ve been this song.

In other news, Muv-Luv photonfloers* got released on Steam, so if you’re inclined to continue reading Muv-Luv related media in English, you might want to check it out. It is currently in sale at ~20 bucks, which isn’t a bad price overall when compared to the hundred bucks plus I paid for the PS3 limited edition. photonmelodies♮ is currently at works, and while we could discuss whether or not it was the right choice to call Before the Shimmering Time Ends as Alterd Fable, I should make note that the fandom kept calling the story by the collection’s name almost a solid decade, and âge themselves ultimately adopted that moniker for it as well. While I will keep referring it as Before the Shimmering Time Ends for the sake of accuracy and Altered Fable will refer to the collection. This really is like taking just Muv-Luv Unlimited from Muv-Luv and call it Muv-Luv. [5.8. Edit] I’ll be damned, the official title will be Altered Fable: A Shimmering Shard of Spacetime. I can live with that, and it caters to both people who simply use Altered Fable and autistic nitpickers like me. Sure, it may not be a direct translation, but keeps the original’s spirit with it as the first direct continuation to Final Extra.

Seeing this is port of the PS3 titles, I’d also urge you to get your hands on the original PC release to experience the minigames in their full, bloody glory as well as have the erotica included. I do still erotica in Muv-Luv to be relatively essential to characterisation and showing humane bonding between characters, but your taste probably varies and many VN enthusiasts would rather push a pillow in porn’s face. Then again, VNs themselves are a media slowly withering into a smaller and smaller niche with each passing year, so perhaps it doesn’t do all that well to forget one of the paramount aspects Japanese PC adventure gaming and Visual novels have carried with them. I’d hate to see a beloved media being reduced to mere pebbles, but the fandom could be proud that the things they love now has little to no smut. What a waste.

While I’m plugging titles with cute girls who get fucked, I might as well throw this Kickstarter in your face; Daily life with Konko, or as the devs decided to translate it, Your Waifu Foxgirl Konko. I’m not terrible keen on this translated title, as it tries too hard, almost trying to hit the Internet’s meme nerve. Why would I give a look at something like this? Truth to be told, I’d rather not say, but might as well; the Japanese version of the game helped get over few dark months earlier this year. While I won’t be getting into any details about that human relationship, having something that wasn’t cold and dead like the winter outside kept me floating. There’s a trial that run in a browser on there, though it does raise some issues with the translation. Teacher is left as Shisho, and whole stroking someone’s head isn’t really sexual, leaving the command as just Stroke does strike a bit hammy. The title really isn’t meant to be played hours on end, but little bit each day. Something to wind down a bit, let things slow down and your worries to fall out. The demo’s also lacking any music, and is far too short to give any proper idea how it works, but its something. It does pretty terrible works at depicting the actual gameplay really. Then again, don’t take my word for it. The Japanese fans funded Live2D version of the game on Campfire recently, with yours truly taking part in it as well via proxy, and Megamisoft didn’t just achieve its goal; they made five and half times as much money they aimed at. The Otaku crowd is crazy, sure. However, I do consider this title to be good therapy in the hectic lifestyle we have. Its good to stop, sit down, and a good cup of tea and pat a foxgirl’s head.

While I’m being straight with you, it wasn’t close that this post wasn’t made. Few days ago, I was more or less through with this. I intended to abandon the blog as is, but nevertheless came back to it. I’ll have to make some hard life choices pretty much right now, and most of it is about what I want to spend time on. Blogging takes surprisingly large amount of time, especially when I’m trying to follow multiple possibly interesting news and stories alongside what might happen with some franchises. It eats time, time that I could use for something else like being outside or practicing drawing. I have come to a point where blogging in itself doesn’t bring anything to the table anymore, unless I am to slightly change how I approach. Less commentary, news and popular culture discussion, more personal stuff and things surrounding them. Perhaps you’ve noticed that design comparisons and reviews have effectively stopped and that’s the reason; they just take so much time and are mentally exhausting. A Youtuber friend named Terry advised me to get a Patreon and see if that would give any reason to move forwards, but I haven’t made it public; I know it would yield no real funding to purchase a domain name or towards unique redesign of the and items to review. However, I’m not shutting that out from the equation, but I’d need a real reason to use it. As for the blog, I’ll still aim to continue for few more years despite the admitted drop in quality and content. Ten years isn’t far away at this point, and It’d be shame just to quite when a decade’s almost full.

By the time you’re reading this, my short vacation is over and I’ve returned to work. Sadly, I managed to get jack shit done during this time due to friends having their vacation at different times, so we had to juggle stuff a lot. Vacation seems to be busier and more hectic than work itself.

Music of the Month; Awakening After 1000 Years

I hope you had a good change of year, and that your first dream of the year was pleasant.

As I’ve mentioned each month for the past year, maintaining the blog in its current pace has become more difficult as life has taken its toll on it.  Thus, I’ve made the unpleasant choice to change how often the blog gets an entry; from now on, weekend (Sunday) posts are the only I can guarantee staying where they are, though the time they go online will go online will most likely fluctuate. Wednesday posts will be there if there is time to type them down, if there is interesting enough topics and if I have energy for it. In exchange, I’ll be looking more into long form posts when a subject so demands. This means the commentary posts will probably be shorter, but perhaps at the same time more to the point. In best case scenario, this means more shorter posts in bursts while I’m working on something else, but don’t count on this to any extent. The work I do is taxing on both physical and mental facilities. There are other projects elsewhere that I must give more attention to as well, namely continuing scanning of materials for archival, both donated and old materials that have been on the backburner for a long time. I’ve been asked to do an entry on scanning, and I’ll probably do that sometime this year.

I will also begin listing blog entries on Minds. While Twitter’s all nice and that, I intend to start updating things into Minds that don’t make a good blog, and probably will see more personal takes on things rather than from the blogger persona I utilise here.

Speaking of this year, I’ve come up some plans what to cover, though take all of what stands here with extremely small grain of salt. tl;dr version would be The blog’s post schedule will become more erratic and update schedules are thrown out of the window.

A Comic Lemon People retrospective has been in my mind for some, with examples and concentration on its golden era of the early and mid 1980’s, before the content changed in terms of quality , and then how ultimately the changes in the 1990’s landscape didn’t have enough room for it any further. While we are talking about a magazine that was drawn pornography in most cases, the stories, settings and cultural zeitgeist the magazine represented had an incredible impact on the Japanese popular culture to the point that the contents of Lemon People seem almost quaint nowadays as even the most standard evening show or comic aimed at teenage audience has rougher and more explicit content. While I have physical examples to take advantage, they can be used to infer events only so far. Actual research will be slow and painful, as there are very little English sources, and the few I’ve read throughout the years, have more or less died out due lack of maintenance. This one will take some time to get even started, and in the end might end up being just a showcase of what sort of magazine was rather than its publication history and difficulties.

The Themes of Godzilla post will get expanded. I’ve missed many chances to add Shin Godzilla at the end, but considering that post in itself was made to celebrate its upcoming original theatrical, it’d be only natural that it would be missing from there.  However, I wish to expand on the later entries as well, and make the post more robust overall, covering the movies in slightly more depth and expanding each entry rather than relying on few sentences to carry out what I’m trying to say. Personally, I consider that post to be relatively important, especially when we consider how much the Showa era directors put themselves into these movies and their thematic motifs. Well, at least before the late 1970’s. Antuarlly, this requires me to rewatch all of the movies again, so this project will be long-term and probably won’t be finished for some time.

If there’s going to be anything âge related this year is completely up to them. I haven’t been able to do some of the Tactical Surface Fighters comparisons thanks to lacking image materials, which in truth I have but not in a handy format, but the planned final entries from the original /m/ threads will be carried out. As for the rest, hell if I know if I’m being blunt. âge has not really said anything out in public about anything, but it’s clear that they’re working on something. That Kimi ga Nozomu Eien remake using Sayori of Nekopara fame as lead illustrator is coming up, which is something I have personally no interest in solely based on the style and visual design. It’ll be used as a comparison fodder down the line. However, considering âge has published nothing of worth for the last decade or so, with Total Eclipse enjoying marginal success at best and Schwarzesmarken being a total bombs with extreme lack of sales, it’s no surprise Avex managed to buy them from Acid and ixtl going through rebranding to become anchor. âge and ixtl have a history if mismanaging their projects, Muv-Luv and Muv-Luv Alternative being one of them, I’ve got little to no faith on whatever comes out.

âge held a poll aimed at the Japanese fans a month or two back, and it would seem that they are leaning on creating a new mobile game, which honestly doesn’t serve the franchise jack shit. The brand doesn’t lend itself well to the mobile game format, despite Strike Frontier attempting to solve the issue of every character in the BETAverse we cared about to a large extend being dead. A New Beginning from Exogularity magazines shows âge using clones to bring these characters back, which is a cop-out and shows how the staff is in a corner. All the new characters they’ve introduced in other works have been more or less unpopular, and as characters from side stories, they have no real base to stand on. While exploring the setting and expanding the history is all good and nice, it should have been clear that if they were to continue with the franchise, they should’ve continued onward with new characters in similar fashion how Muv-Luv continues off from Kimi ga Nozomu Eien, and how that continued off from Kimi ga Ita Kisetsu, by using the same setting and having some relation to the previous characters. Muv-Luv Alternative 2 could’ve showcased us a group that came after Valkyries, showcasing us  the impact their deed had, have certain major characters become a large part of the story in surprising ways and continue naturally from that. Bringing back Sumika, Meiya and the rest as clones or alternative universe selves is just bad form and lousy writing. Now, âge/anchor has lost their chances, the iron’s cold again. They need a popular animated series, a completely new entry into the franchise and shitloads of support to stay properly relevant. Be it as a VN corporation (which have gone down in numbers in recent years) or as a branch of Avex that push out Muv-Luv products to keep themselves from going the way of Hudson.

As the last thing, I’ve been interesting in seeing what makes the Senran Kagura series tick for me. While I still refuse to call myself a fan, you’ve seen the series pop in my Top 5 lists during these last few years, and considering I’ve been buying the games, I’m more and more interested to see for myself what it really is that keeps me with the franchise. No, it’s not the ninja tits. My first reaction to the game series was that it was nothing but titty service to the otaku masses, which it honestly is, but then somehow down the line the games’ play snatched me in. This Senran Kagura introspective will be small and relatively short, as I doubt people are interesting in reading what a personal view on the series is.

I’d also like to more controller reviews, but I haven’t come across many interesting ones as of late.

Enjoy your early year, by the time you’re reading this post I am already at work.

On the differences in brain functions between humans, 00 Unit and the BETA

It’s more or less safe to say that Muv-Luv does not represent real sciences very well as a franchise. Yoshimune Kouki has mentioned in few occasions that because a lot of things are imaginary, like giant robots, it is impossible to come up certain reasons or numbers for them, like the maximum speed of as a Tactical Surface Fighter. What sort of material super carbon is another, but these are more or less things that don’t ultimately matter on the grand scale. They exist for the setting and requires the suspension of disbelief. However, there are number of things that simply don’t jive with. A personal favourite to point out is the use of Mohs hardness to describe how hard BETA shielding structures are. Mohs 15 indicates that the substance is loads harder than diamond in that diamond can’t scratch it, but it can scratch diamond. That’s all there is to it. It does not describe toughness, and in Mohs scale, and as an overall general rule, the harder something is, the more brittle it is. This is straight up screw up, especially considering Mohs is mostly used for minerals only. It would have served the setting better if something like Rockwell hardness scale would have been used.

Similarly, a major cornerstone in the story is parallel computing in order to create full-body prosthesis with whole brain emulation. WHB is an assumption due to how it practically works, but this sidesteps another issue with the fiction. The fiction assumes that human brains and a computer’s central processing unit work the same or very similar way. This is an assumption made by AI researchers like Alan Turing that still persist. In reality, human brain and any computer work wholly differently, and even assuming that the brain ‘computes’ would be wrong. The assumption is that the human brain does the same work as the computer in fewer steps because brain cells work in parallel. A computer may be able to calculate mathematical equations faster than the human mind, but it will take longer to recognize a picture of a cat, because it has to refer to a library of and compare against that. An idea is that if it takes brains only ten steps to do the work, computers can shorten the steps by paralleling the computing ten times. This doesn’t actually lower the amount of steps, it simply means those hundred steps are made in parallel. The comparison however is not apt.

At its base, human brain uses memories as its base. High-school biology already taught us how there are different levels of memory, from sensory memory all the way to procedural and episodic memories. We gain experience as we grow up, and our brains refer to the memories each time we act upon something. The more you catch a ball, the more memories of catching the ball you gain. However, you don’t catch the ball the same way every time, as the brain is plastic; it changes how your arm positions itself as the ball comes in different ways. It does not analyse the angle of the ball, the speed of it, or its change in position in relation to you in time, but it refers to the last time you caught a ball. The more memories, i.e. experience, you gain in catching the ball, the better the brain is able to predict how to catch the ball. This is the cornerstone in human intelligence, where the human brain is able to successfully predict reality based on memory and acts upon it.

While other animals are able to predict as well, the sheer structural difference between other animals and humans lays in the function of the neocortex, which has the most layers in the animal kingdom. While other animals are a cortex, only humans are able to predict to the amount of creating writing and language in an intelligent fashion and build structures that allow us to travel into space. There is no true central unit that processes a core bulk of the input the brain gets from the senses. The brain is extremely plastic, and no area in the brain wants to be left unused. A blind person’s brain uses the area that would otherwise be wired to sight to something else, like reading Braille. This plasticity also means that you could re-wire brain to different senses, and due to how the neocortex has a common key “code” how to handle the input, different sections of the brain could analyse different inputs we usually key to them. A famous example from 2001 is the blind climber climbing Mount Everest by using BrainPort, a device that allows blind people to see via their tongue. All the brain has to learn is to interpret the sensation on the tongue as images, and with brain’s plasticity, it can do just that. This is due to the brain working under patterns and recognising them. : – ) looks like a smiling face to us, despite being only a series of three different marks. However, we recognise the colon as the eyes, the hyphen as a nose and the bracket as a smile because the brain is trained memories to recognise faces in this pattern. It can vary wildly, but this is the core reason we see faces everywhere. The brain loves patterns, and this has allowed humanity to create systems such as language to prosper further.

How does this relate to Muv-Luv? In my previous post about artificial intelligence in Muv-Luv, I sidestepped the reality of issues altogether. It was more or less assuming and explaining how things might work within the setting rather than taking things at face value, as there is not much meat to them as they are. The G Material based artificial brain 00 Unit uses is rather directly a consequence of parallel computing, but there is no deeper explanation given how it works or how the donor brain was adapted or modelled. Fans can come up explanations and expand on the topics, like how I’ve mentioned the concept of 00 Unit’s brain being effectively whole brain emulation. However, this introduces a conflict; if the artificial brain is a physical one-to-one emulation of the donor brain, then why is there need for parallel computing? The idea does not work against the fiction as its laid out. It exists solely because the theory of computers being able to match human brain if they had parallel computing, and thus maybe give way to general or superintelligence. I could theorise that parallel computing was not used to create the artificial brain itself, but used elsewhere in 00 Unit’s artificial body in order to keep the signals body movements in accordance to the brain’s signals, but this fails on the account that computer hardware is superior to brain wiring already, has been for few decades now. What comes to humans naturally is incredibly hard for computers due to the sheer amount of coding required. As 00 Unit goes, the fiction shows that the artificial brain uses parallel computing in order to run Kagami Sumika’s personality and is required to be powered on all the time. Why this is the case is a good question, something that’s more for drama rather than practical reasons. Whether or not this plot point will be repeated in future, when more 00 Units exists, is an open question.

The main point of making a 00 Unit is to make a being with zero carbon marks, zero life signs as we determine them. 00 Unit has demonstrated full-scale human ability in being as plastic, something that the BETA are not.

The BETA function has biological computers. The fact that they are made of what seems like flesh is largely inconsequential. Because the fiction assumes the similarity between human brain and CPU, it should be safe to assume that the creators of BETA (Siliconians or The Creators, reader’s pick in naming) have naturally formed what resemble our CPUs as their brain. Hence, BETA being posed against all CPU carrying devices and recognising 00 Unit as life. To step into theory zone, this seems to indicate that the Creators themselves are no plastic beings and are extremely rigid. They may have superior speed in thought and solving problems, but they’re unable to conform in a way human mind can. If the assumption wasn’t that CPUs and brains have similar core function, it’d be safe to say that they lack the human intelligence to predict.

The BETA themselves are not life. They are machines in flesh, lacking anything that makes core functions of life. They do not have self-preservation and they do not breed, they are machines to be used and discarded when needed, and manufactured rather than bred and born. I would argue that no BETA is sentient. Outside the Superordinate, the BETA behaviour is completely mechanical. Superordinate too only follows its programming and is not plastic in its functions or behaviour, unable to change its programming without having a direct input from a silicon based life. The BETA have a central processing unit rather than a brain.

This should colour the nature of their behaviour in proper light. Just like a computer, the BETA follow coded functions given to them. They are rigid beings unable to change them. Only when in a situation where Superordinate has direct input, in case of being bombed to hell or gains silicon based information via the Reactor network or otherwise, it is capable of changing its own or the rest of BETA behaviour. However, it should be noted that what Superordinate has done is not plastic nor did it devise something new. The tactics the BETA used in Yokohama to flank the base’s defences was based on human tactics know to 00 Unit, and the creation of Super Heavy Laser Class is based on available BETA building blocks, though it is more probable that it existed as a concept already set in its programmed memory. The way it could learn a human language and communication again is based on information the Superordinate was able to gain from 00 Unit.

The Superordinate is classed as Heavy Brain Class and described as a biological quantum computer. It would be safe to assume that it has a far larger series of cortices than the human brain does, but laid out in a completely different manner. Despite being carbon based, the chances are that it is more similar to 00 Unit’s artificial G Materials based brain rather than human brain are high. As I’ve argued before, the BETA’s most dangerous weapon has always been their superintelligence in Superordinate, but the sheer rigidness BETA programming has prevented any extensive use of it, only showcasing some glimpses of it here and there, like rolling out Laser Class early in a Hive’s development to function as anti-air weaponry. If used to any significant degree, the BETA would have eradicated all life from Earth in far shorter time than anyone could have guessed. Just to reiterate, the BETA are presented to the reader as biological computers, which has been wrongly interpreted as an invading life form.

Muv-Luv is not a hard science fiction series. Some would even argue that it’s fantasy, much like how Star Wars is fantasy due to Force. The ideas and concepts discussed here are mostly for interest, with some criticism and argumentation throw in there. However, most of the concepts, like brain and CPU being alike, have dropped in favour within the last decade by large margins, which makes the story show its age. However, the story does sidestep most of the grudges by simply not expanding or explaining the matters in clear-cut manners, mostly due to there being no explanation overall. These can be, and probably should be, rectified at a later date, but that most likely won’t happen. A fan theorising and creating possible explanations for the authors like the I’ve been for two posts now does not really showcase where the story’s main emphasize is, and that’s in the characters. The rest surrounding them is more or less framework and setting in service of them.

Artificial Intelligence in Muv-Luv

I feel this post needs some prefacing. The topic of artificial intelligence is well discussed across all media in all possible forms. The subject’s rather dry if you want to get technical with it, rather than just touch the surface with throwaway philosophical concepts. As a topic it’s part mathematics and part economics, as AI requires both strong scientific and engineering to succeed, but these two require running budgets and political decisions to be feasible. There has been a few AI winters, where the interest had become extremely low due to lack of progress. In truth, we have multiple functioning AI in our current era, ranging from dedicated chess computers to whatever Google’s cooking up. The AI science fiction often employs and what most people seem to regard as the end-product of AI is a machine intelligence superior to human, a super intelligence. That might be one world, but I’d rather not have the spellcheck to shit on me every time I type it. AI research is still ongoing, though it would seem that most prominent research is directed at tool AI rather than general intelligence. It is hard to predict when superhuman intelligence will come to existence, but depending in what form it’ll be in, it might be the last invention mankind needs to make for obvious reasons.

This post will concentrate on discussing three different AI in Muv-Luv franchise, all three which are distinctly separate from each other. There are more in the background we’re never told about, but clearly exist. I will also go the unconventional route and disregard some of the depictions in the narrative in favour of larger discussion, and touch on this wherever relevant, e.g. how TSF AI autopilot should be more autodrone-like rather than weak AI autopilot it has. To spoil some of the latter discussion, how AI is treated in the setting is rather generic and follows SF conventions very closely to the point of not really adding anything new to it. At the same time, how AI is presented in BETAverse setting, a term I use for the world that Unlimited, Alternative and most of the spin-off take place in, is rather unconvincing and even unrealistic on closer look, even when you take into account that the main weapon used again the BETA are giant robots piloted by people in high-tech latex suits. I’m no professional in Artificial Intelligence or the like, so consider this post as musings of a fan.

This post also assumed that you are at least familiar with the overall concepts and world of Muv-Luv, as I will not offer any expanding explanations on topics like Moorcock-Lechte Drive. Sources used for this post are the VNs themselves, as well as The Codex, hence Superordinate replacing the nomenclature for Superior.

 

Tactical Surface Fighter learning computer, a rudimentary seed AI?

A problem with fiction and AI is that it has coloured the whole concept. The aforementioned chess computer is perfect example of something that was thought to be incredibly hard to attain, simply because it was thought that beating a chess master required to have some sort of nebulous part of humanity with it. When Deep Blue, the successor of Deep Thought chess-computer, beat the chess master Garry Kasparov in 1997, it was deemed a pinnacle of AI, but relatively soon after Deep Blue was considered only a sophisticated piece of hardware dedicated on one task only. It would seem that once intended AI functions as originally intended, the goalpost moves automatically and previous breakthroughs are merely results of clever programming. Kasparov’s loss at the hands of Deep Blue has been downplayed for years, citing Kasparov having unsightly bad play on his part or generally downplaying the value of chess as a game as a measure of human intelligence, something that had been culturally significant part across the globe for at least few centuries already. The same of course can be attributed to the Chinese game of Go, where Google’s AlphaGo beat Lee Sedol, the 18-time world champion, in 2016. Deep Blue was, and still is, a rather weak artificial intelligence, intended for a single task. We’ve yet to achieve any level of general or super intelligence to compare to. However, it would appear that even weak artificial intelligence bests mankind at our own games.

The AI in TSFs is a sort of learning computer, a tool approached weak AI that’s intended to both assist the pilot as well as take take control whenever necessary. Just like Deep Blue, it is not a general intelligence capable of making aware decisions. It is an input/output AI through and though. Pilots are required to train and drill movements and patters to a memory unit within the Fortified Pilot Suit, which this pilot data can be transfers from TSF to TSF with the pilot. This would lead the AI to react to events and situations as indicated by the data, seemingly allowing the TSF to predict the pilot’s actions based on the thought interface based on the changes in the pilots thought pattern and muscle voltage. However, by default this would lead into each pilot data being usable only for certain TSFs with comparable performance and weapon layouts. and mixing data from e.g. F-4 to Phantom to F-16 Fighting Falcon should produce incompatibilities. This would mean the pilots would have to drill new pilot data in the simulators, or at least refine existing pilot data, for newer generation machines rather than directly jumping into them. The pilot data seems to be gathered relatively fast due to the thought control interface the TSFs utilise for faster man-machine interface. It should also be noted that TSF itself accumulates pilot data, meaning a new pilot needs to override the machine’s existing patterns with his own, or is newly rolled out, the pilot will have hard time piloting the TSF due to the AI expecting different input. This canon system is somewhat backwards, as it would make more sense for TSFs have a standard base AI, to which pilot data is applied to as the pilot enters the TSF. This would prevent pilots being tied down to one TSF for effective operation.

In-universe, a TSF at autopilot will have less reaction time and is weaker at close combat manoeuvres than human pilots. This seems to be a schizophrenic hardware limitation. Considering the pilot data is created to assist the pilots in their actions at any given time, from walking to close-quarter combat, the AI of the TSF is required to react to a threat faster than the human pilot in order to assist. If TSF already has the ability to avoid Laser Class’ shots faster than the pilot, then the narrative is faulty at some point. Let us assume that that the AI in the TSF requires input both from the perceived threat and the pilot in order to act, meaning that the pilot data would make the TSF’s actions smoother during the actions themselves. The pilot data then would serve to smooth out TSF motions, but this is largely countered by the fact that TSF base AI requires positional resets and can not accept overlapping commands to for a chain of actions.

It would not be a stretch to assume that despite being able to assist the pilot in some manner through pilot data, it would seem apparent that the TSF’s computational centre is not fast enough to actually use the the data by itself, hence why its autopilot functions are extremely lacking. Despite being able to perceive threats and assist the pilot, whatever CPU equivalent it has seems to be incapable of reacting and making proper decisions based on the taught data. Considering modern TSFs are OBL (Operation By Light) the input the TSF AI gains is effectively immediate. Thus, the bottleneck of the system has to be the CPU, and this is something XM3 can’t affect, meaning XM3’s most notable element isn’t that it uses Shirogane Takeru’s pilot data as its basis or allows chaining inputs, but that it has been optimised to the point of the CPU having enough time to make a decision based on the situation rather than dedicating the pilot to a manoeuvre. This is also why all XM3 equipped TSFs have revamped computing hardware, running parallel-computing computers in order to allow XM3 to function at all. However, if we assume that the CPU bottleneck was the reason why TSF autopilot had lower response time than pilot, the new parallel-computing hardware should also increase the old OS’ functions to a very large degree, allowing autopilot to use pilot data for far faster action. The main core difference between thus ends up being not just the smoother and more action-reinforcing AI, but the sheer hardware advantage parallel-computing has over the old hardware.

Assuming that with the advent of further hardware innovations other than parallel-computing, it should be relatively straightforward to create a drone-like TSF, where its functions are based on existing pilot data and environmental input. Considering the BETA on Earth are stuck on simple action patterns, even after then Alternative‘s events changed them to a degree, it should not be out of question to have these learning computers to learn directly on the field and choose the most proper output in a given situation. This learning would be extremely fast, as XM3 shares data across all the units, meaning all TSFs would share the end results of both successful and failed manoeuvres. This sort of dynamic learning would easily lead into autopilot TSFs easily matching, and then overcoming both their human and BETA opponents. With hundreds of hours logged into pilot data files, a TSF could in principle adopt the pilots manoeuvres and use that as the core base library, be it against BETA or humans. This might end up making the TSFs relatively predictable at first, but as data accumulates, the seed AI should learn to variate or even faint against human opponents.

The core function of TSF OS is effectively that of a seed AI that is being taught how to move and function as dictated by intention as a weak artificial intelligence tool, which in-universe seemed to have hit a stop-gap caused by computational technology hitting a snag. However, pretty much everything else around it is ready for the step to AI driven TSFs, as input/output technology is clearly miles ahead. Artificial muscles and fiber-optics allow at least near light-speed input from environment to be received, but decisions and sending commands back seems to be the issue. This is not the case with artificial limbs in their current iteration. Suzumiya Haruka had some troubles with her pair of limbs, whereas the 00 Unit full-body prosthetic had no obvious problems acting and moving like a natural human being.

 

Whole Brain Emulation, 00 Unit and super intelligence

Whole Brain Emulation is how the initial 00 Unit is gained its intelligence. The concept is solid; scan a brain from a given moment and use machine to replicate brain’s functions on some level to gain general intelligence. The level the brain must be replicated in order to have it properly function is not known, though in principle it should be enough to replicate the general function of the synapses rather than emulate the brain below cellular level. The advantage of successfully emulating brain functions is that we don’t exactly need to know the deeper functions as long as the brain’s state can be successfully emulated. As long as the emulation is low-level enough, the emulated synapses and other functions should take over by themselves. The hardware doesn’t have a control over them.

Another benefit in this is that the emulated intelligence can be tweaked to function faster, e.g. make the synapses shoot faster. As such, accurate emulation is not the intended end result if the end result is super intelligence, but whole brain emulation can be the first step towards to it. Emulated brains with tweaked functions would be able to think faster and more efficiently than normal brains as well as able to absorb far more information for further use. It is clear that the emulated brain within 00 Unit is not vanilla variety, but has hardware modifications applied. These include a level of ESP and general control over machinery either via ESP or unknown means. Furthermore, 00 Unit’s control and calculation abilities have greatly been boosted over her source brain abilities as per the intended usage as a communicator between the BETA and humanity. As such the Whole Brain Emulation we see in Muv-Luv Alternative and in the assumed future counts as super intelligence. Needless to say, 00 Unit is strong intelligence to TSF’s weak intelligence.

The emulation hardware the 00 Unit has is far superior than what TSFs use for their OS and functions, as if they were similar, it’d mean 00 Unit’s brain emulation would be pathetically slow. This of course is solved by having the solution brought from EXTRAverse, by having fifteen billion semi-conductors working in parallel to create an artificial brain build of material able to super conduct as room temperature called Grey Nine. This artificial brain is effectively a quantum computer in itself, and is able to quantum conduct. Effectively, it is a cross-dimensional quantum computer able to link itself to other worlds where 00 Units exists, effectively creating a pan-dimensional computing network. This is hilariously over the top in terms of processing power and science magic, well within the reach of accurately emulating every and all functions of a brain even at atomic level. The rest of the emulation, in order to cause disassociation with the emulated brain, is the body. 00 Unit is relatively traditional SF cyborg body, emulating all surface functions of a human, from breathing to function of sexual organs. Birth is apparently impossible, but with medical technology being this far, artificial wombs would be in the range of possibility. The egg might need to be donated elsewhere and inserted within the womb either through traditional means or already fertilised. The donor may be some other person, or perhaps the eggs have been harvested and frozen prior brain scanning.

The technology of brain scanning in Muv-Luv is destructive. The principle is that a brain is harvested at some point, probably frozen to some extent and then cut into extremely thin parts slices. These slices are dyed properly to map out each and every cell and their position, which in itself is an incredibly daunting task that required relatively advanced medical and analytical technology to replica in a virtual environment. It is probable that the same hardware that emulates the brain running 00 Unit was also necessary to even begin with the task of analysing the brain and its state. Considering we have the technology that are superior to our own eyes and ears, it would not be impossible to assume that perfect sight and hearing are a package deal here. It would also be completely possible to add strength and speed to the body, but the difference between the emulation’s original body and the artificial one would be more pronounced. Seeing that the emulation is perfect, as in it functions as the driving force rather than as a framework further software is run through, the emulated personality would have a relatively difficult period to accustom to their superhuman body compared if the cybernetic body would be human-like. Further upgrades of course can apply further post-human additions, from multiple arms to completely inhuman body.

Whole Brain Scanning and its successful application in perfect personality replication opens some hard questions. If the personality emulation is perfect, and there is no dissonance between the human and artificial body, can be say that the 00 Unit is simply a machine continuation of the brain donor? After all, the experiences of the donor continue directly where the brain’s functions were stopped. Booting up for the first time might be a similar experience to waking up from a sleep. This can be contrasted to Star Trek‘s teleportation dilemma, which asks if the person who comes out from the porter is the same person who entered it, as Trek‘s technology requires destruction of the original particles in order to record them, and then an assembly of this data at the other end. Effectively, the person needs to die in order to be teleported. Few times in the show’s history old data has been used to reconstruct previous states a ship member had been to reverse some ailments. Additionally, the transporter can remove or add elements from the data. It would not hard to assume that tweaking the data it would be possible to further modify the pattern. Consider also that about every seven years a human has renewed their cell structure, effectively replacing all the old there was. This sort of idea of at what point a ship is a new ship, if all of its parts are replaced one by one in time. At some point, nothing of the old ship exists any more.

In-universe, there are two takes. Kouzuki Yuuko having no connection to the brain donor largely treats the 00 Unit as an intended machine, despite 00 Unit having its own agency and persona. Shirogane Takeru on the other hand takes the approach that as long as the memories and personality are Kagami Sumika’s, the 00 Unit and her are one and the same. The continuation of the personality, the awareness and consciousness, is what defines her as over the fact that she is artificial. It would also seem impossible to replicate Kagami Sumika’s brain pattern to a new body. Despite the fact that her body functions on extraterrestrial G-elements, it should be possible to record her brain pattern off from her body and upload it to a new body. However, the fiction seems to indicate that this is not possible, either due to lack of technology like having multiple hardware builds to house further 00 Units, or that the scanning and pattern upload procedures are simultaneous, effectively hard coding the pattern to the hardware. We can then assume that tampering of the hardware could lead into large damage or total shutdown, or that 00 Unit’s body works similar to some arcade hardware that require constant power to be fed in order to keep the data in memory. We can also assume that the brain emulation is completely dependent on the artificial brain itself, and would require another where to record the pattern to. It might be that in the end there were not enough resources to create another artificial brain at that point in time. All this seems to be driven by the narrative’s need to have drama over that practicality of whole brain emulation.

Considering the momentary existence of the 00 Unit, Japan was the only nation in the world with super intelligence, meaning their edge over other nation in terms of sheer computational power was unmatched. In-fiction, the 00 Unit was capable enough to fool sensory readings of large amount of TSFs all the while controlling the Moorcock-Lechte Drive and its Rutherford Field. If 00 Unit was to used for intelligence gathering from neighbouring nations, or nations with stranglehold on world economics like the US, Japan would have decisive strategical advantage. Instead, 00 Unit was used to spy and map out BETA structures, though for unknown reasons this spy connecting via a BETA Reactor, a Brain Class, was more or less bidirectional.

 

00 Unit waypoint to TSF machine intelligence?

As mentioned, even if normal human mind can’t create general machine intelligence, Whole Brain Emulated AI would easily have access to the necessary power to solve the equations. In Muv-Luv, 00 Unit’s extremely efficient quantum network would be able to create the necessary theories and solution in order to create general machine intelligence. This could be then applied to each sector that relies on AI support, such as TSFs. While I’ve painted a picture that even in-fiction TSF driven by tool super intelligence is not far, similar stories have been told in our real world. Since the 1940’s the advent of AI has been expected to take place within the next two decades, but it has been moved forwards with each win and failure, as the AI goalpost is being moved each time a successful weak AI has been implemented. Such is the case of Deep Blue.

TSF super intelligence would not need to be general AI. Quite the opposite, despite being super intelligence, it could be created to lack agency of its own. The solution to create new 00 Units exists and is being taken advantage of by 2040’s, meaning that general machine intelligence should be a thing to some extent. If we take this into account, it would be possible to downgrade the artificial brains to only emulate standard human brains without the quantum connection and install these as TSF’s on-board computers. This of course means you’d be giving a giant robot access to its own agency, which might end up badly. To take this even further, perhaps with enough materials and scanned brains it would be possible to excise cockpits as such from TSFs altogether and simply have pilots move have their conscious temporarily moved into the TSF shell. This would be a temporary upload, which would then upload itself back to the pilot body when TSF returns to its hangar. Death of a pilot would only mean that an iteration that was uploaded to the TSF would cease to exist, whilst the originator of that thought pattern would still be safe and could be used for further action. With XM3 sharing data across the TSFs, further developments might even be able to return the uploaded pattern back to the pilot’s body before destruction due to the sheer speed fiber optics allow.

This of course raises numerous ethical and existential questions about treatment of humanity and how we define what is to be human or alive. Though who knows, maybe F-47 Ishkur has some sort of on-board AI assisting the pilot.

The described AI TSF exists within the setting, though in somewhat different from and function. In MLA Total Eclipse, there exists a device that has a shape like a rounded coffin, which houses a live esper. When activated, a red aura emanates from inside of it, and engulfs the TSF in a similar aura. This red aura seems to denote malicious presence, as opposed to the blue aura other espers can envelope TSFs with. This aura is called the Nastroyka Effect, and its overall brightness and effect is linked to the esper’s Prafka, an effect which induces esper with a state that increases their ability to pilot. The П3 Plan, fully titled as Polnoye Zatmeniye Plan or Total Eclipse Plan, aimed to create TSFs driven by these esper pods for more efficient operations. By triggering the Prafka on these pods, each TSF equipped with them would have superior operational efficiency over other TSFs. A human pilot was still necessary to be present for command and control over the overall actions.

Because the esper pods would control the TSF via their psychic linkage, they could be counted as AI driven by biological compuers, the espers themselves. However, whether or not we should count living humans appropriated for such task as AI is an open question. However, it could also be possible that these espers were modified to function only in this manner via brainwashing or other memory alteration techniques, and the rest of their humanity was retarded to non-existence. This would mean they would not function in any other form. Considering the Soviet Union doesn’t think espers as nothing else but dolls to be used and discarded when their usefulness end, it would sound apt they’d remove all the “unnecessary” elements from their autopilots. The ethics of this plan are highly dubious, as birthing and raising humans to function as nothing else but biological AI effectively does seem to break numerous human rights.

 

Biological super intelligence

The fact that BETA are artificial beings mean their intelligence is also artificial, engineered by their creators to function in intended ways. Due to their alien origin, assuming anything on how BETA AI works can only be surmised from their actions. All the smaller strains, if not all other strains outside the Heavy Brain Class that sits at the core of Original Hive, seem to function on tool general intelligence. No other strain exhibits creative thinking or change in behaviour patterns despite few decades of warring. They are to serve a role in a larger function, and their behaviour is set up by the Superordinate a.k.a the Heavy Brain Class. Considering BETA tactics had no reason the change after the initial aerial barrages up until the first unknown contact with the 00 Unit via a Reactor a.k.a Brain Class. The reason for this is rather obvious, as BETA on Earth are resource collectors, recycling all materials they need for production. They have AI that has agency. It is assumed these refined materials are send to the BETA creator’s home world.

The fact that only Heavy Brain Class BETA can modify the AI of any other BETA, meaning change their original intended function like using the Laser Class as anti-air weaponry, the lower tier BETA follow very strict AI pattern that does not allow them to veer off course. While on the surface this code seems to be relatively simple and strict, BETA have exhibited large range of actions to achieve their goals, like a Tank Class BETA jumping in the air to land on a tank rather than the usual swarming. This sort of leeway allows the BETA to have dynamic actions on the battlefield in their point of view, while in comparison to human battle doctrines they have essentially no deviation. New BETA can only be designed at the Original Hive or in a Hive where a Heavy Brain Class exists, meaning there is a strict and archaic hierarchy within the BETA command structure. The Super Heavy Laser Class seen towards the end of Muv-Luv Alternative Total Eclipse is the most prominent example of Heavy Brain Class creating new Class to fight an opponent, though Soldier Class strain is most likely Earth-exclusive due to its resemblance to the human form.

Considering all this, the BETA are effectively super intelligence side in the war on Earth against them. The sheer raw computational power and ability to create new BETA strains to counter human tactics is even more significant than just their larger numbers. With enough input, the Superordinate would be capable of producing a single strain that would be end of mankind, with or without relative strategies. Of course, because BETA don’t have a tactic, they aren’t war machines after all, such devices would only be utilised at extreme situations. If the Superordinate would assess mankind a life form, and accept that it was with only one side surviving, it would most likely alter its largely inert behaviour and become an active participant.

Calling BETA biological machines would not be all that incorrect, considering the Superordinate requests Shirogane Takeru to reactivate then torso-shredded Tamase Miki. Machines can be re-activated even after some damage, something BETA seem to consider themselves capable of doing, hence they consider themselves as non-lifeforms. This definition carries to humans, as revealed by a psychic contact during Alternative 3 procedures, and can be assumed to extend to all other lifeforms based on carbon. This naturally means that the BETA aren’t exactly hostile from their point of view, but rather carrying out pre-ordered function to gather materials. They are effectively as much as a machine to their creators as cars and trucks are to us.

Ultimately, the fight between humanity and the BETA is effectively a story of humanity fighting AI. Similar how TSFs have a weak tool AI, so have the smaller strains. Similarly, 00 Unit being the humanoid quantum computer in silicon the Superordinate is a biological quantum computer, which probably explains why it has to sit atop a mushroom shaped reactor. However, for all intents and purposes, the BETA AI is somewhat humanised, for the lack of better word. While it seems alien and first, the fact that the whole functions similar to archaic computers. Even with human made general AI, not to mention super intelligence, there should be little reason to assume that it would function similar to human patterns or restricts itself to hardware routes, especially if it has any capabilities of self-enhancement. It is highly possible that the Heavy Brain Class is able to do this, as it was able to comprehend human speech and mind at staggering speed. Despite this, its innate programming may not have allowed it to expand further, unless necessary input was presented. The probability of a human being able to do this are largely nil.


 

The AI elements in Muv-Luv should be considered as standard SF fare. It is not the main focus or the point of the franchise. Yes, the BETA are effectively AI and cyborgs and what are successors of 00 Unit will appear later in the franchise, if the roadmap indicated by Exogularity Volume 1 is anything to go by. There probably won’t be any sort of fully AI driven TSFs despite the path now being completely open for them, though the BETA AI will probably be touched to some extent depending whether or not the Heartless One is human or BETA agent. While AI is more or less an afterthought, a sidestepped issue in all of the current stories released thus far, the current setup does allow the staff discuss the philosophy and concepts of Artificial Intelligence down the line, especially when the intention is to showcase mankind in a state where it is natural, posthuman and transhuman at the same time.

Muv-Luv: What is Exogularity?

Hoo boys, bronchitis is such fun. Every time I get it, the worse it hits. Please take care of your health, dear reader.

 

To save you time;

What Exogularity is; a source booklet series.

What Exogularity is not; name for a story or a setting within Muv-Luv franchise.

This should be relatively straightforward post, but considering the Muv-Luv fandom has a history if mislabeling titles with something else, with Before the Shimmering Time Ends constantly being referred as Altered Fable because Altered Fable is the name of the compilation disc it comes on, it’s no wonder the lack of language skills and information easily translates misconceptions that spread far and wide. Misconceptions, like with AF, that just can’t be uprooted anymore for whatever reasons.

Here’s Altered Fable’s main menu, with Before the Shimmering Time Ends being highlighted just under the disc’s title. Notice all the other good stuff that’s on Altered Fable

Exogularity is essentially rebranded Lunatic Dawn. Lunatic Dawn were a series of booklets or mooks self-published by âge at their Comic Market stands. LDs (not the confused with Laserdiscs in this context) have been collected into three larger books titled Allied Strike. Since 2017, Exogularity has taken LD‘s place as official source material for fans. If you consider this, both LD and Exogularity can be taken as sort of additions to Muv-Luv Alternative Intergral Works, which served as the core backbone for the Codex.

Sometimes Lunatic Dawns came with a name, like LD3  was titled Code: Rebellion. LD7 had a full title of Muv-Luv Alternative Lunatic Dawn 7 Total Eclipse, which is boring and unimaginative, but somehow fitting for Total Eclipse materials.

So, what can you exactly find in Lunatic Dawn? Each LD contains their own special illustrations, colour or not, with line arts of Declassified Tactical Surface Fighters. For example, LD3  showcased the Rafale and gave a blurp about it.

 

 

These books also consisted of staff interviews, rough sketches and designs, rough animation boards, jokes, short stories and such. At times, LDs covered future subjects or touched on titles in-development, though that was more what Agekunohate, âge’s official fan book, as for in general. Essentially, all these are major parts of the hype engine directed at the fans rather than any part of the larger public. It must be said, âge has some stupidly dedicated fans across the globe.

So, in what way is Exogularity rebranded Lunatic Dawn? Let’s take a look at contents of the first volume.


The first thirteen pages cover content regarding Strike Frontier, the mobile game DMM ran. The second part, starting from page 14 begin to cover plans for stories that would take place after Muv-Luv Alternative‘s, events. As these are merely plans and drafts, outlines at best, and should be taken as grain of salt to showcase that might come out in the future. Nothing is definitive before the actual product announcements and titles are rolling out, and knowing âge/anchor that’ll take some time.

That is not to say there is no validity here, as the first volume states, these are the Horizon of the next attempt. The depths of its creations. The latest material of âge. What we can assume with the first volume is framework, from posthuman characters to new generations of TSFs, from Operation Olympus and Moon War II to BETA striking back and TSF-like BETA being a thing, to the whole New Beginning with the idea of humanity going out there in space to meet the BETA creators with warp-capable TSF.

The tagline for the booklet is All converge points, and a new beginning. While we can overanalyse this and pull stuff from our collective asses, it would seem that âge/anchor are intending to do a sort of re-launch of the franchise. After Muv-Luv Alternative, âge/anchor (then ixtl) really haven’t managed to roll out anything that would’ve broken the bank. Total Eclipse as a side story failed rather hard, Schwarzesmarken tanked even worse. The Day After didn’t really see success in Japan and currently is left as is. Whether or not it’ll be collected in the future with some sort of definitive end is anyone’s guess, but seeing this is the timeline Takeru cancels with Alternative‘s events, the ending itself is more or less a moot point. Some would even argue that TDA in itself was a useless story.

If you look at most English-language resources for Muv-Luv, like the Wiki, they’re mostly lacking in mentioning any of the Strike Frontier stuff when it comes to Exogularity Vol.1. This is because nobody has cared a bit about the Strike Frontier stuff, it really was rather unpopular in overall terms. The second volume, published in the upcoming Comiket #94, is supposed to concentrate more on cut Strike Frontier content, and content that they never had the chance to put in the game. Whether or not it’ll have anything on the numerous post-Alternative settings Vol.1t touched upon is currently unknown.

But you know what I don’t see people talk about too often? The storyboards at the back of the first volume where we have Meiya-lookalike fighting one of those BETA-TSFs.

Also no post this weekend, and even this is two days late because I’ve been mostly sleeping or coughing my lungs out. Stay healthy and eat your veggies, kids.

Music of the Month; Give it a Shot


Funny that, this is the best song on the album. Otherwise it’s extremely disappointing

Generally speaking, I don’t do music album reviews, but for this once I’ll do a short exception; Rockman X Anniversary Collection Soundtrack is not worth the price. Outside the two versions of Give it a Shot and RE;FUTURE, the album’s pretty bland. Spending track space and time to remix six first games’ Boss Battle themes. These were clearly chosen because they could been easily selected over stage themes. If we’re completely frank, the Boss Battle themes are not the best parts of Mega Man series’ soundtracks. Most of these songs simply end up being grey background noise. This is a far cry from previous releases’ quality, like Chiptuned Rockman.

Speaking of reviews, you got two last month. I’m not exactly happy how either of them turned out (though I never am with my posts) and I know the end result of the Muv-Luv Kickstarter goods did give rather negative view. However, that’s mostly due to how high standards I tend to use in my reviews. If there’s something I see that could or should have been included or improved, I aim to mention it. If there’s a point of comparison to be made for improvements, I always aim to make that comparison. In that, the aim often is to give constructive criticism, the kind of I’d want to have. It’s no use calling things shit or terrible, it ultimately ends up meaningless jabber. While improvement suggestions are always welcome, those should never be expected unless separately requested. This may sound harsh, but the reasons why something may be lacking don’t matter, as this can lead into further questions. Too many times I’ve seen and experienced people pointing the lack of experience for a reason why something is lacking in design, which always follows with questions like Why didn’t you hire a professional then? or Why didn’t you find professional to help? The reasons, ultimately, don’t matter. They can make interesting trivia though.

The JoyCon review was approached the same way. However, a controller review has to take into account ergonomics, and this breaks the whole Why isn’t necessary question thing into the air. There I tend to look for why certain shapes were made in the form they are, and often the answer is to conform to the general shapes of hands. It’s not exactly the same question or reason, but close enough for some people to bring the point up.

Pachislot Rockman got announced and we’ve got our first look at some the characters somewhat recently. I’ll be doing a comparative review of Mega Man’s redesign, just like how I did one on the Man of Action cartoon design. While we don’t have multiple angles to use, the one in the linked page is more or less enough to get a good feeling what elements were incorporated across the franchise. Pachislot and pachinko machines tend to redesign characters, sometimes to very large extents, but often do keep the core aspects intact. To use an example, CR Cutie Honey has designs that combine some previous series’ entries into one with healthy dose of detailing. People who handled this knew what they were doing as well, as the bunny girl form is named Cutie Bunny.

As for the rest of the month, I’m planning a short overview on what are Lunatic Dawn and Exogularity booklets âge is self-publishing at Comiket. I should not be surprised that the fandom seems to have taken Exogularity as the title for some story or setting, when in reality Exogularity is rebranded Lunatic Dawn. Well, I guess that’s it, they’re both source books with different names. The actual post will have examples, of course, but that’s the gist of it.

You’ve probably noticed how weekend posts have been appearing on Sundays recently rather than on Fridays. This is me moving towards the new schedule I mentioned a month ago or so. I’ll take this chance to also mention that there’s no post next weekend, as I’ll be away. Truth to be told, I intended to write this post for Friday, but thanks to rain I fell ill. My fever’s not going down, and I’m actually writing this on a phone. You can see the irony here, as I’m giving you a Why despite my arguments above stating the contradictory. Well, I do think there’s a wide gap between a KS and this blog.

Remember to sharpen and oil your kitchen knives and such. Cooking will be much safer and enjoyable afterwards.

 

Review: Muv-Luv Kickstarter goods

The approach to this review will not be anything different from any other review I’ve done thus far. No special treatment, no kids gloves on; I will approach this as any product reviewed in this blog thus far. It’s only fair towards you, the readers, and the staff behind the Kickstarter. However, I won’t be reviewing all the KS goods. I’ll be concentrating on the main dish most people probably got through their backing; the Kickstarter physical package, the Codex and the Destroyer Class plush. This will strictly discuss the items themselves, not their translation or such.

Let’s start with the physical package.

This is also the image that was used on Alternative‘s original DVD release. It’s honestly the perfect choice for this

At first appearance, the package seems pretty on-par. Despite using thin cardboard, the appearance isn’t half bad. The decision to put the description and all copyright information to the bottom is an interesting take, as now its reversible to every other direction. This breaks how commercial boxes are designed, which some perfectionists might find jarring, as now the box doesn’t flow well with other software boxes.

However, visuals aren’t all. While the box still feel sturdy in hand, the contents inside are loose. The image above is just before I opened the box, and I could hear and feel the items inside rattling back and forth. This isn’t great to any extent. A box like this should have necessary support inside to keep items in their proper places during transit, as now no matter what sort of stuffing is used around it the items can be damaged. So, let’s open this one up and see what’s inside.

You could fit another booklet in there or something

This is exactly what I didn’t want to see; items rattling around in an oversized box. Because the box is made thinner cardboard, the same some DVDs have around them, it loses most of its structural integrity when opened. I can feel the CDs being lose inside their jewel case, let’s open that one up to see if they’re damaged. The case’s cover is nice choice though, but the back cover should have been revised. Maybe drop the song titles here completely and have them inside in an insert.

Oh. Ooooooohhh…

Luckily, only one of the CDs were loose, but the discs’ printing is not up to quality. While the chosen images are good in themselves, for whatever reason the images are lower resolution than the text, which itself is sharp. The typeface and font chosen for the CDs ends making these look like something printed at home. Furthermore, these discs should have been labelled as numbers, e.g. Muv-Luv Alternative Original Soundtrack Disc 1, not Volume 1. The fact that OST is used on the discs like this, and the fact that there is no kind of information who composed the songs, makes all this feel like a homebrew compilation.

As for the games themselves, the front covers are what you’d expect and look good. Nothing to say about these, but the back covers are another thing. There’s too much text on them. Even when these VNs are long, the descriptions should have been cut in half and with heavier emphasize on images. To use Sweet Home as an example, the flavour text is two whole sentences, being straight to the point. The word homebrew creeps back to my head with this, as things like Minimum Requirements should be on the box. Actually, they’re not seen anywhere on the packaging.

The discs however are rather standard, overall speaking. There’s nothing to mention about them, though I would’ve expected more legal text on all of these. Perhaps printing a monochrome image on the disc similar to âge’s Japanese releases should have been brought on to the table, as its much easier to make them look sharp rather than what might end up looking like a sticker on a disc.

I must mention that the disc I have for Muv-Luv seems to have been damaged somewhere along the way, as it has a strange arc on the underside. Despite this, the disc seems to be readable. There’s also a weird discoloration, as if something had spilled all over it inside. This might be a quality control issue, and I’ll be sure testing this disc further down the line.

The darker wavy line is easy to spot, the lighter arc near not so much., I have no idea what they are and I am slightly worried

The shikishi, a drawn image signed by the author, that came with the box is pretty great. Sumika doing a Drill Milky Punch is nice, even when it’s just a print and not a real thing in itself. The artbook uses similar typeface and font as the CDs, and doesn’t exactly look the greatest. Everything’s printed on a thin, glossy paper that in itself isn’t terrible, but the cover should have been heavier duty. The feeling the book gives is flimsy, plus it creases extremely easily. Corners will get damaged fast in normal use with this paper too. Because of the thinness, the pages are slightly transparent and the images on the other side bleed through. The images and character descriptions are on-point, though the complete lack of illustrator credits anywhere in the codex is a bit disheartening. Seeing the second and last to last pages under the covers are completely blank, these would have been great places to put them on.

Here’s how I solved the rattling the contents: I added two pieces of cardboard on both sides, and a support structure to keep the CD jewel case in place. To be completely honest, the outer box does feel like something you should throw away, as the package overall lacks any sort of premium feel to it. The added cardboard makes it feel more rigid and gives some extra heft. There shouldn’t be any reason for me to do this addition, but as things stand now, I had to. For comparison, here’s how Senran Kagura Burst Re:Newal laid its contents. Notice the use of sturdier cardboard, how the items are laid and fit perfectly, and the use of supportive thinner cardboard at the bottom of the PS4 case.

 

Well, let’s move unto the second big thing, the long-time Holy Grail of Muv-Luv Alternative source of information translated and recompiled with Lunatic Dawn content; The Codex.

Like some majestic predatory bird

The first impression of the book is nothing short of impressive. I didn’t expect hardcover version of the book, especially considering the number of pages, but first looks can be deceiving. When you stop and look at the cover, it’s not pretty.

On the right, you see the scanned cover of the Muv-Luv Alternative CODEX. On its left you have the same illustration, scanned from Muv-Luv Alternative Integral Works. I recommend opening them in Full View to fully see how badly the covers have been fucked up. Either someone forgot to pit High Resolution mode on in In-Design, or something seriously went awry during data process. Both covers have been printed in low resolution, while the cover text nice and crisp. While a book shouldn’t be judged by its covers, this piece can never be called high quality or premier product. A way to remedy this situation would be to create a dust jacket for the book with high resolution print on the cover.

However, the meat of the piece is on the pages. With some few hours looking through, there appears to be no real concern how accurately things have transferred during translation. There are also welcome changes, like changing Melee Halberds into Close Quarters Combat Melee Blade. While a mouthful, melee blade in itself is more than enough. Back in 2016 I wrote a post concerning the topic, which was comped with a review of TSF’s close combat weapons. I strongly recommend you to read them both if you haven’t. There is one fib that has leaked through, where BWS-8 Flugelberte is described to resemble a halberd, when in reality it resembles an axe. Or a bardiche.

The information itself is great stuff, but it shows that this is a book that’s glued together from multiple sources. The Lunatic Dawn content that’s in the latter part of the book is just bolted on, rather than taken and included into the book proper. The word on the street originally was that the book would need to be completely revised, but in the end it follows Integral Works‘ looks and design with the occasional change in order accommodate English.

Good ol’ Gekishit. Isn’t ‘Play Back’ one word though?

The paper used is similar glossy paper that’s in the artbook. It’s a level heavier, but creases still extremely easily. Despite being heavier and slightly thicker, it still isn’t near heavy matte paper in terms of preventing transparencies, as seen above. Fingerprints will be abound while reading this book. I’m rather surprised that this wasn’t a softcover book similar to Integral Works or Mega Man & Mega Man X Official Complete Works, to which I compared IW to back in the day as well. Codex‘s paper is nowhere as heavy and hefty as the two aforementioned, but the book is third thinner due to the new paper. It doesn’t allow the book to have any air to it either.

Because of the glossy surface and the sheer amount of text, people with poorer eyesight will have headaches while reading this. The typeface selected is just small enough to cause extra strain on the eye. As everything’s also packed very, very tightly in this small size, people who suffer from either vertical or horizontal dispersion in vision, meaning certain letters will lose lines, making reading a chore at best, extremely headache inducing at worst. This is easily alleviated with the use of different typeface or slightly larger font size.

The use of this sort of glossy paper can also be a double-edged sword. While Yakuza 6‘s artbook had the same paper, some copies were completely glued together, some were completely warped and some had ink smudges all over them. The feel of glossy paper works best for single leaflets and photos. When going for a book like this, its still best to consider heavy matter paper first and foremost, as it offers longer life and cuts down possible ink and paper problems down to mere percents.

All in all, the covers are just a damn travesty, sadly. Well, that and one of the pages, p. 353, get repeated on the following opening. While accidents like this sometimes happen, this does sting of lack of quality control.

Lastly, we have the Destroyer Class plushie, one of the things that was suggested very early on due to its role in the fandom. The plushie is based on a very certain background piece in Joshi Eishi Cryska EX.

While the plushie is clearly different from it CG original, this is due to difference in reality and fiction. The overall quality is damn nice, chosen materials feel sturdy enough to give this to a child to play with. Interestingly, the back end has a sack that’s filled with grains rather than fluff the plushie is filled with otherwise.

The grain section is about one-third from the back, starting from the tag on its arse

It’s just a joy to see and have, maybe even the best part of the package in terms of quality. This thing really should see mass production. Clearly, there is a market for BETA plushies.

I’m sure that at this point it’s rather clear what’s the end verdict is. The Kickstarter original products are largely a disappointment in terms of quality. I’m not going to mull over whys or hows, that doesn’t net anything. They are what they are, now’s too late to do anything about it. Other items, like the ones in Yuuko’s Gift bag, have higher quality. Stickers are hard to screw up as are postcards (though mine are rather warped, requiring me to straighten them down.) It must be also mentioned that Valkylies has been corrected into Valkyries with the patches.

Those patches were produced by Cospa, company that produces cosplay goods, including the jackets and shirts that were on the Kickstarter. The pilot jacket may be 100% polyester, but I can’t expect a cosplay clothes company to manufacture clothes like they were actual military wear. The Drill Milky Punch T-shirt is at 100% cotton and I’m wearing it while typing this review. This extends to the dakimakura, which is of standard Japanese productions for items like it, I expected no less.


The experience with the Kickstarter goods, delays and pretty much everything including the end results of the goods probably affected negatively both backers and staff. It would not be surprising if this was the first and last Kickstarter we see, and the rest are done away with less fanfare, which would also mean no physical products would be produced. However, in cases like this, I would always strongly recommend companies and people looking into Limited Run Games, a company that specialises in doing limited physical run on goods. At the time of Muv-Luv‘s Kickstarter, the company wasn’t relevant, but now it has managed to establish itself just fine. For example, they are delivering Shantae: ½ Genie Hero‘s Kickstarter goods. But all this is academic at best. I can only hope that lessons have been learned, but have not allowed to snuff the staff’s spirit.

I’ve got no good end for this review. Shit happens, we will probably never know what, but the end results are in our hands.

 

Goodbye ixtl, welcome anchor

On July 6th, âge announced that ixtl, the company that was put up in 2011 to manage their copyrights and IPs, has now been renamed as anchor. Their website has also been revised accordingly. It would seem that anchor’s role is not just to manage âge’s rights, but also to design stories, i.e. story content creation of sorts. XR experience can be loosely equated to VR and other experiences that might come in future, e.g. themed hotel room or such.

This comes in the wake of Avex Pictures acquiring ixtl in 2017, ixtl having a survey for international and Japanese consumers what they’d like to see from them as well as Avex and Graphinica announcing they have established Flagship line, a company to produce goods, such as animation, games and VR titles.

Perhaps most importantly, anchor’s site specifically teases a new project coming soon, there is already something in the works. Considering Avex Pictures took notice of the million dollar Kickstarter, renewed interest to revamp a company branding and other changes, it should not be too hard to guess what they’re ramping up to.

Banning Adult Oriented material, again

Lewgamer has a nice article with sources and citations on Valve threading to take down on adult games on Steam, give it a look before we go further.

The whole issue really is all about having erotica CG within the titles. Doesn’t matter if its just left in the code, if its junk data somehow and completely inaccessible by normal means. If it is there, it counts. Sounds extremely pathetic and funny, but that is the reality. The case this is most compared to, going as far Steam’s own representative doing it as well, is the Hot Coffee case. In Grand Theft Auto: San Andreas exists a disabled minigame where the player character can bang their chosen girlfriend character. The reason why it was left in the game’s code is because the assets were used elsewhere as well.

This basically set the tone that if a software has any sort of pornographic content inside the code or assets, it’s automatically Adult Only, which further means certain shops will not carry it and places like Australia most likely will instantly ban it.

I also recall something about Valve considering on banning titles that have censorship removing patches from other sites, be it via addition of the content or unlocking. However, I found no solid sources on this, so take this as a rumour at best.

With most visual novels having some level of erotica in them at least, Valve’s probably going to gun them down if this keeps going. This also means that even Muv-Luv‘s Steam releases are under threat in the worst case scenario. Considering Manga-Gamer had their title with “earnest and tasteful exploration of sexuality” is about to get the boot, pretty much anything goes.

This is one man’s crusade, though what Valve is doing here is covering their own asses for the worst case scenario for them. They don’t give a damn about the consumer or developer end due to their monopoly. Games with pornographic content is mere blip on the radar for them, the revenue Valve gains from them is microscopic for them. Worse, they’re a public corporation, and having erotica or pornography on their service in any form is often seen as a sort of stain. This probably also leads to some problems, just like how Steam’s terms of service had to be revised from “purchasing games” to “subscriptions” circa 2012, when Court of Justice of European Union decreed that it publishers can’t oppose of resale of used licenses. EULA ties you to nothing. However, publisher have more leverage if you don’t purchase anything from them, just subscribe to their product.

Valve, of course, never had clear rulings on the issue. They’ve been jumping back and forth regarding adult oriented material on their service in order not to even recognize the topic properly due to the stigma pornographic content still carries with it despite the fact that it’s all virtual.

The discussion about what constitutes as porn and what doesn’t should be made, but it doesn’t matter to Valve. Their view is pretty clear on the issue, even if they aren’t. If it has any kind of sexually explicit content under any kind of depiction, it is counted as porn. There is no room for nuances on the topic, which only tells how puritanical this issue is.

It is unfortunate that things have done this way, as this will probably cause further issues down the line for anyone willing to entertain the idea of having a more sexual title on Steam. It’s a slippery slope we’re in for here. There are numerous solutions, like moving these titles to Nutaku, but that also means raving Steam fans wouldn’t follow in suit.

Mature sexual content, be it pornography, erotica or whatever else similar will always limit your audience to adults and people who aren’t living in a medieval level culture. The approach of simply trying to clean it away is not the right step by any means and it will be met with opposition. However, what Valve could do here is to open a specific section for Adult Only audience, both expanding their market and guaranteeing that places competitors like GOG wouldn’t be tempted to open this sort of targeted service. Then again, this would encourage further competition, so perhaps it would be a chance for them. Muv-Luv on GOG would remove any of my reasons to use Steam.

What is the consumer to do here, if they oppose booting titles off Steam if they contain adult material? Wallet voting by purchasing these products, making your voice hard on social media and elsewhere at their representatives and showcasing support to devs who are inclining towards censoring their products.

I guess this is as good time as any to remind my readers that corporations are there to make money and keep their investors happy. That’s their main goal, and sometimes it is more favourable to enforce certain image and lack of products that could be harmful somehow to the younger audiences.

Funny that, this is pretty in-line with how the US is seen by most Europeans; a place where over-the-top and accurate depictions of hyper violence is awright, but a bare breast will make everyone flip their shit.

Plane elements in Tactical Surface Fighters; F-18E/F Super Hornet

The F/A-18 E/F Super Hornet was an upgrade to the single seat F/A-18C/D line of Hornets. It all goes back to the YF-17 test fighter in the 1970’s, on which the base F/A-18 Hornet is derived from. This base F/A-18 Hornet is a twin engine multi-mission aircraft designed around leading-edge extensions with digital fly-by-wire controls, with single-slotted flaps and ailerons over the whole span of the trapezoidal wings. This, alongside with canted vertical stabilisers give the Hornet an excellent high angle of attack, which was tested by NASA’s High Alpha Research Vehicle. All in all, an aggressive fighter, if needed.

Originally, the Hornet was to have two variants, an attacker and a fighter. However, these were merged into one craft via the Hornet’s multi-function displays, which allows the pilot to change to attack or fighter mode, or both, making the Hornet a proper multi-role fighter. This proved to be valuable asset in 1991 during Operation Desert Storm, where operational commanders had large flexibility within scenarios and were able to adjust to situations with a single aircraft in the air.

The C/D version, the which Super Hornet is an upgrade on, has two variants; C being single seat and D being two-seat. D is more a training variant, while the proper mission-ready D’s second seat is reserved for Weapons and Sensors officer to assist the pilot. As such, it mostly served as U.S. Marine Corps’ night attack and Forward Air Controller.

Overall, the C and D models are block upgrades made to the Hornet in 1987, incorporating upgraded radar and avionics, ability to carry newer and larger variety of missiles and got neat little things like self-projection hammer and a synthetic aperture ground mapping radar. It also got a new ejection seat, the Martin-Baker NACES. 1989 models also had improved night attack abilities with Hughes AN/AAR-50 thermal navigation pods, good ol’ night vision goggles and two full colour MFD’s. An upgrade set that overall increases the effectiveness of the fighter.

The F/18-E/F upgrades were based on this, but where much larger in scale. While avionics, ejection seat and such things from the previous upgrades stayed largely the same, including the computer software, the Super Hornet is about twenty percent larger, has both heavier empty and maximum weights. Due to it carrying 33% more fuel internally, its mission range is 41% higher as well. All this meant that the catapults and arresting systems on the naval vessels had to be set differently for Super Hornets. Unlike the Hornet, Super Hornet was also designed  to for aerial fueling, extending its airtime even further.

The larger frame of the Super Hornet comes from its longer fuselage and increased win area. The oval shaped intake ramps of the Hornet were switched for rectangular intakes, which also also slightly larger. Despite the larger size, the General Electric F414 engines give the Super Hornet 35% additional trust compared to Hornet’s F404 engines. The fuselage was not designed for stealth, but the overall design was to reduce ballistic weaknesses and emphasize the use of existing electronic warfare with innovative tactics its flip-of-the-switch multi-role function allowed.

The fuselage is also considerably smoother than its predecessors, as Super Hornet saw extensive use of panel joint serration and edge alignment to eliminate unnecessary surface joint gaps and resonant cavities. These help to reflect waves away from the craft, and with smaller frontal cross-section than its predecessors, the Super Hornet is hard to pick up by radar. F-22 and F-35 would totally eclipse it with their stealth technology.

The F/A-18E/F saw its first action in 2002 during Operation Southern Watch in Iraq as a bomber . After that, the Super Hornet has been flying every sort of mission, from escorting to  close air support. For the U.S. Navy, they’ve proven a competent and effective fighter, which has made it a possible candidate for multiple countries for adoption. The Royal Australian Air Force acquired 24 Super Hornets in 2007, which was a controversial order due argument made that Super Hornet was inferior to the MiG-29 and Su-30 in the South East Asia. The first RAAF Super Hornet arrived in 2009, with the rest coming later down the line.  Numerous other potential operators are about, including Canada to replace their CF-18 Hornets, Finland to replace their F/A-18 Hornets under HX Fighter Program, Poland to modernise their defence in 2021 and to have something to replace their Su-22M4 fleet, with few others in the line. Numerous bids for Super Hornet has failed across the years.

The difference between E and F variants are, as you’d expect, is that E is a single-seat variant while F is a two-seat variant.

And as usual, the image board original

The history of BETAverse Hornet and Super Hornet are very similar to the real world counterpart. Based on YF-17 from the Lightweight TSF Program, McDaell Doglam refined the fighter into a multi-purpose surface fighter for the U.S. Navy to use. While the F-14 Tomcat was still around, the Hornet began replacing them as U.S. Navy’s mainline surface fighter due to its lower maintenance and better cost-to-performance ratio. This mean that a Hornet had a longer fieldtime compared to the Tomcat, just like with the real world fighter. All in all, the BETAverse Hornet follows the history of the actual Hornet very closely.

The same can be said for the Super Hornet. With the all the upgrades made to the F-18E/F Super Hornet, it’s effectively a 2.5th generation TSF and fights in the same league as the SU-34 Terminator. Shoulders saw expanded thrusters, head section gained upgraded avionics and sensors and lower body overall was increased in order to expand operating time. The Super Hornet has similar performance to F-15E Strike Eagle, but at a lower cost, making it U.S. Navy’s and Marine Corps’ flagship and mainline machine, which got exported to place like Australia. E and F variations have the same seat arrangement as the real fighter.

As for its armaments, the Super Hornet doesn’t exactly have a wide variety to choose from. The American Assault Cannon of choice, the AMWS-21 Combat System, is the standard long-range combat goes by. As a special option inherited from the Hornet is the MGM-140 ATACMS missile container system, which has a neat radar unit on it to help guidance. Luckily, the Super Hornet as CIWS-1A Close Combat Knife over the terrible CIWS-1B.

As for the design, the Super Hornet really goes its way to incorporate some of the fighter elements into the TSF, but due to the size of the shoulders and knees, you don’t recognize it as a Hornet of any sort from the first view. This is due to its front silhouette being too large, whereas the Hornet and Super Hornet were designed to have less bulk. The colour is adopted from a real life Super Hornet, as pictured above.

Super Hornet had that smooth surface going on for it, and the TSF version of it almost seems to use this. However, the torso’s many segments, and hanging bits on the skirt armour and slightly excessive raised levels on the arms tell that this wasn’t a main concern. Even Tomcat seems to have smoother surface than the Super Hornet. However, it must be mentioned that the skirt armour does relay some of the fuselage’s smooth look, but that’s about it. Not that TSFs have to concern with stealth when it comes to fighting the BETA, but it’s rather important when fighting other TSFs.

The Jump unit is a truncated and deformed version of the fighter, with the nose cut off. Nothing too special overall, though it is slightly bulky.

Where the Super Hornet made its name for the fans was during the events in The Day After timeline, where it serves as the primary American TSF. Especially notable is how twelve  Super Hornets defended USS John F. Kennedy against a sea of BETA in 2nd of July, 2004. Notable is also their use during the Defence of Seattle and during following events.

Music of the Month: 8-Bit Brave

Ah, what a month has it been. If you’ve noticed that the writing has been all over the place for during January, that’s because I’ve had much less time to given any emphasize toward quality (or whatever quality goes into making this blog) and just getting something out. Let’s stretch a bit, as usual for these posts.

We basically skipped the usual robot related design and a review post. The Virtual-On historicals have taken their slot, as they require comparatively a bit more research than what I have time now, especially considering I still need to play the games to give them a proper assessment rather than just going with the flow. I’m also planning an additional post about where VO has appeared outside of its own games, mostly mentioning Valgern-On and MARZ‘s Super Robot Wars entries. There’s quite a lot of to do with these upcoming three, and I can’t even begin to write properly about A Certain Magical Virtual-On as of now. I’ve also added the VO entries into Robot Related Materials you can access in the menu on the top of this page.

With VO posts doing relatively well for a niche topic, I’m considering of doing more of post of their sort. Not necessarily historical entries per se, but more series or franchise comprehensive series. Still, Muv-Luv and Guilty Gear related stuff still reign at the top of most hits, with few mecha and that NES region free post in the mix.

With my new work contract that I’ve gained via career change, I’ll be working a full day-job in five shifts. Whether or not I have time, or simple energy, to write something of worth nothing twice a week may become rather challenging. I’ve decided not to push myself with this, and will allow myself to pass on one of the posts, if deemed necessary. I’ll try to drag A9Doc, who did the neat Digimon post recently to cover my sorry ass, if he manages to come up with a neat topic. You may see more Digimon related posts than usual because of this, but all of them should touch on character designs or the like first and foremost to keep it according to the blog’s theme.

This also means I’ll be breaking the thousand word limit I’ve had for years now. This is to ensure that I can include all the things I’ve wanted to mention rather than splitting some topics. In some cases, I’ll forgive myself if I got well under that golden standard I’ve been living up to. If somebody is wondering why I had such a limit, it was because early on I got some feedback that I tended to write posts that were too long to read. Thus, cutting back and making them more palatable was the goal back then, but that was then.

To help with things overall, I will take last year’s Monthly Threes and combine them into one larger post per topic. Is this cheating, I hear someone ask. It partially is, but these posts have some of the best stuff I’ve done. With some encouragement from a certain Casp O’saurus, I’ll be picking some of my better posts and try to spread them around a bit more.

As for the ixtl/âge stuff, there hasn’t been much I’ve wanted to comment on. I never made any posts about Avex picture’s acquisition, because I never got a good picture what sort of company they are, in the end. There are less good sources to go through, and things being more or less standard Japanese corporate politics says things can go either ways. Either ixtl will stay as they are and be milked to the end, until they’re absorbed fully into avex as a whole, or they’ll manage to do some seriously impressive stuff that will make money. Knowing ixtl’s track record, despite the Kickstarter, things can go either way. At least the translation team has now moved to ixtl’s stables. We’ll just have to sit back and see when everything has been cleared out, as they’ll have to relaunch Muv-Luv on Steam under a new publisher now that Degica is no longer involved.

TSF comparison entries are still planned, but just as with the Guilty Gear comparisons, time is a commodity  that I don’t have too much. I’ll plan one of each for March, as February is still Virtual-On country.

I once said that I’d follow Yo-kai Watch‘s success in the West, but seeing its success was less than expected, it really did drop from my radar. I picked up the first game from sales recently, and I have to admit that I’m liking its semi-automatic battle system. I’ll have to play it a bit more to get a proper feeling, but all things all, I can understand well why the series got such a loud applaud in Japan. Maybe a review is coming out on it at some point, but not anytime soon. I’ll be giving some of the sequels a look too, and how they’re managed to change the formula.

And oh, the reason why Yuusha Oh Tanjou! got the spot this time around is that The King of Braves GaoGaiGar‘s final episode’s 20th anniversary was on the 31st of January.

 

Music of the Month; Through Random Selection

The rest of the year is going to be rather chaotic, but when it has not been? Hence, the music has been selected via random play. I may regret it, but here we go.


When life gives you melons and all that. Or was it lemons?

Not the most season specific song, I admit, but hey, when it has been?  But let’s put the cards on the table.

Whatever this month’s mecha design post will be, it’ll be the last one that I try to make on a monthly basis, with transformation being the main emphasize again. The previous one about toys driving certain design consideration was part of the series, though for the sake of variety I wanted to cover its comparisons as well. After I’ve managed to collect few notable books, I’ll have to return to mecha design again. Next year’s theme is up in the air, and while I am extremely hesitant on showcasing any scribbles I may do, maybe doing a sort of showcase of personal approach on things would be best, refining be damned. If you want good looking mechas, visit ksen’s Twitter.

As for reviews, you’re in a luck. Remember that Laserdisc player I pent up for a whole year? Well, the player has now served its time and its power unit crapped on me. I’ve yet to track down why, but I have a new unit on the way. It’s a Pioneer LD-V4300D, if you want to check beforehand what it looks like. It’s an industrial player, not very high on the fidelity scale, weights almost thirteen kilos, but it has some good stuff going on for it I can make use of, for now. Most importantly, it runs both PAL and NTSC discs, the very reason I picked it. Not that I had much options, it was the only unit on sale at the moment that didn’t cost an arm and a leg, and I had to make a special inquiry for international shipment.

I’ve enjoyed doing controller review, and though that would mean I’d need to find a new and an interesting controller each month, I think I’ll try to make it a theme for the next year. If I fail, well… that’s on me then. I’m still on the side that I shouldn’t do written game reviews, unless the game is somehow obscure and lacks scans or the like on the ‘web. That’s a though challenge, unless I somehow manage to find a well paying job and start importing PC88 and X68k stuff.

As for Muv-Luv side of things, we’re all pretty much sitting down and waiting things to happen. With avex pictures now having majority ownership over ixtl, the company that manages everything âge related, everything’s been more or less on ice. While I doubted there would be any initial changes, ixtl taking control over Kickstarter from Degica is a sign of sorts of things moving onward. For those who are in the dark, ixtl is a company that essentially handles everything that comes to âge, with âge essentially being a brand front company. You can be sure that avex wants to turn Muv-Luv into an anime, and if you ask me, it’s just a question of time when such an announcement will be made. The real question just is what sort of anime will it be. Will it be an adaptation or something completely else, taking advantage of the setting and make it some sort of Attack on Titan with giant robots? There is potential, but seeing how not even the original company has managed to churn out anything successful since original release of Alternative, they’ve got some work to do. I’m sure avex wants to see some of that money back, sooner or later.

One requested post that I’m going to make when I have the materials collected is how I built a couple of arcade sticks and what went into their making. It’ll probably end up as one long post for the sake of keeping it together, splitting it in parts would mean that people would have to scrounge the blog for each sections, even if linked. It’ll have few versions included, including a stainless steel variation with a hitbox included. Expect it to be ready sometime in Q1 of 2018.

Next year should see an entry about Adventure! Iczer-3‘s audiodrama, once I’ve transferred it from cassettes to digital form and given it a good listen or five. It’s a completely different deal from the OVA version, thus some comparing and comparison needs to be done, especially in the visual department.

As for other stuff, you may have noticed that I’ve lessened on commenting the game news as of late quite the bit. This is partially because I burned myself out with it, following dozens of different sites and trying to keep up with each and every news I could pick up, and due to how I pace myself, some entries never got out because they became irrelevant within a day or two. I would emphasize longer life for the posts as highest priority, but seeing I have no clue how to that as of now, I’ll just keep going as usual and see what comes of it.

I’m also trying to get another voice on the blog after such a long time, this time talking about visual and design progression in Digimon. Call it a late 20th anniversary celebration post from him. We haven’t discussed what’s the word count, but I’m guessing it’ll hit somewhere above 2000 words, with some very specific examples picked throughout the years. I’ve done few of these in the past, most notable being the evolution of Metal Gear designs. Not the game’s, but the robot’s themselves. If you’ve missed it, you can find the link at Robot Related Materials above. It should be an interesting read, especially if you’re fan of the franchise.

Maybe I should do more of those. All long-running franchises have visual and design evolution throughout the years, and maybe Mega Man would deserve of getting one. For now, remember to sharpen your kitchen knives and oil them. It’ll make cooking so much more enjoyable.