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.

 

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.

 

 

 

 

 

 

 

 

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.

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.

 

Exogularity; F-47 Ishkur

To celebrate Muv-Luv Alternative hitting Steam, let’s talk about the future of Tactical Surface Fighters. Namely, the 8th Generation Tactical Surface Fighter F-47 Ishkur.

Needless to say, this be spoiler country.

 Ishkur is the Sumerian name for Hadad, the god of rain and thunderstorms of spring. A fitting name for mankind’s latest weapons against extraterrestrial threats: the BETA and their Silicon creators pose. While the previous generation of TSFs were defined in their G-Generators and system made possible through them; a decade of operation time without replenishment, TSF sized particle cannons and advanced Rutherford fields that could withhold Fortress-Laser Class’ barrage for fifteen minutes. Tactical Surface Fighter development became stagnant after the introduction of the 7th Generation due to mankind-wide civil wars. With the global unification of 2043, a project to face the creators of BETA was launched a year later, with a need for the 8th Generation following in suit. Three years later, the F-47 would meet with abilities such mission would demand.

The 8th Generation is redefines the role of a TSF to the point that it’s no longer “Surface;” Space is its main field of operation, but the F-47 has been designed to function from Zero-G to 3-G environments. Movement is attained by manipulating gravity, and as F-47’s main role is to function as an envoy to the space fleet aiming to contact the Siliconians, it boasts an impressive long-range particle cannon as its main weapon. Furthermore, the F-47 is able to engage in limited ranged warps and contains regenerating life-support systems, giving the unit ability for independent interstellar travel.

The name Ishkur represents this aspect of F-47 being able to rain down storm and thunder on whomever the pilot chooses to strike.

This rough design shows where we’re going. One thing that I didn’t include in the above description of the unit, is that Ishkur would be able to purge its damaged sections to continue to fight unhindered, at least according to Ishi Sho. Notice that the melee blade below is attached to the F-47’s right arm here, it’s not a lengthy cannon.

While the F-47 Ishkur sounds overpowered, the mook it is from, exogularity 01, hints that BETA tactics have evolved as well. Despite this, it does carry more traditional weaponry.

We can already see from these roughs that the two familiar weapons seem to be a mainstay still. The Assault Gun boasts rather functional design, probably to give emphasize how it has to function in variety of environments an interstellar mission might have. The Close Combat Sword we have here seems to have taken the handle idea from BWS-8 Flugelberte as it is arching to the wrong direction, but I’ll let that pass, as we’re talking about a giant robot and not a human hand. The lowest one is 8th Generation multi-purpose additional armour, a shield of sorts, though it is rather small for that function alone. It is missing from Strike Frontier render of the unit, and may have been dropped from the design for now.

As the F-47 is a completely new design, not based on any existing aircraft, its Jump Units are based solely on Tactical Surface Fighters’ own design language.

If you look too long at these, you may end up seeing a skull of sorts. That may just be me.

To summarise all this, F-47 Ishkur is what Tactical Surface Fighter line would naturally evolve into when materials, sudden surge in advanced technology and necessity for interstellar warfare all come together. It was Yoshimune Koki himself who jokingly said that it’s not longer “Surface” and that TSFs have now entered the realm of Super Robots, but he isn’t half wrong. Perhaps calling F-47 Ishkur Tactical Space Fighter would be more appropriate, even when it could function on Earth-like bodies. Tactical Multi-Environmental Fighter doesn’t have the same ring to it. I’m not ready to agree that this mecha fits in the Super Robot category straight away. It certainly is a compact and hi-performance mecha all things considered, but in a world where technology is being combined with extraterrestrial material that allows bending dimensional barriers through the sheer power of love, I’m reminded of Third Clarke’s Law; Any sufficiently advanced technology is indistinguishable from magic.

The design itself is combination of two things; the designer Ishi Sho’s own taste and view how the TSF line is to evolve, and cues from Mamoru Nagano’s Mortar Hedds from Five Star Stories. However, I would also argue that there is an influence from Tomohiro Shimoguchi’s illustration works, namely Linebarrels of Iron. Furthermore, some elements, like the shoulder armours, do remind of Gundam AGE‘s Vagan designs, thought this is probably just my eyes tricking me. F-47 Ishkur is probably the first properly modern design in the franchise, as even the 4th TSF Generation still has visible vestiges of the early 2000’s mecha design. If I can be frank about my own view for a moment, Ishkur’s design does please the eye and probably does good to the franchise in that it is far removed from any real life fighter jet.

This mecha, Ishkur, represents what will probably be the future of the franchise, if it has the chance to go that far. Things have certainly changed, with âge now more or less servicing as the brand and front for ixtl, Avex Pictures acquiring ixtl itself and both Muv-Luv and Muv-Luv Alternative being officially released in English. However, with both Total Eclipse and Schwarzesmarken being largely failures all around, the staff at âge/ixtl are in a position very few people would wish to be in. Whatever comes next has to strike true. Of course, with Avex Pictures now being the upper management, an adaptation of Muv-Luv and Muv-Luv Alternative itself isn’t far too far-fetched. However, it would have to be an adaptation that would aim to expand the audience, something the core fans probably would not prefer. It would be necessary for the health of the franchise and companies involved.

But for now, let’s enjoy what we have.

Listen, The wind is still, And far away in the night — See! The uplands fill With a running light.
Open the doors. It is warm; And where the sky was clear– Look! The head of a storm That marches here!
Come under the trembling hedge– Fast, although you fumble… There! Did you hear the edge of winter crumble
-Mark Van Doren, 1924

Mecha design: Straightened up A-6

To continue the theme of transforming mecha in a simple form, I’ve decided to take this chance to introduce another simple transformation, but one that isn’t a box and does alter its appearance quite a lot between its two forms. Furthermore, rather than choosing something that flies through the air, I’ve decided to pick one that makes some sense in its setting as well as is water bound; the A-6 Intruder, or the Tactical Surface Attacker Type 81, Wadatsumi.

280_.jpg
The unsung hero

Unlike Boxtron from one of the previous entries, A-6 Intruder requires some explanation about its role in-universe in Muv-Luv Unlimited/ Alternative. In a world where air superiority is not an option before a specialised enemy unit has been cleared off from the battlefield, an off-shoot branch has specialised on long-range combat and against enemy strains that are less armoured and smaller, but number in tens of thousands. The A-6 Intruder is the amphibious equivalent of A-10, another TSA. Both of them require to work in tandem, with Tactical Surface Fighters for effective warfare if they’re present. Furthermore, the A-6 has specialised in landing operations. These guys are the workhorse of things, able to take loads of damage and dish out about twice as much, reflecting the real world craft’s resilience. Effectively, they’re walking fortresses rising from the water and taking control of the beach, so the main force can move in.

If you were expecting a design comparison between this and the real life A-6, I’m not intending to do one due to the TSA effectively having no elements to go through. Well, outside the intakes that the 120mm guns were modelled after. The only real connections are the intention and relative role. The real world Grumman A-6 Intruder was a carrier-based attack craft that was designed around long-range and low-level tactical strikes. An interesting juxtapose is that the real world craft had no guns or internal bombing bay, whereas the TSA has nothing but build-in weapons. All the ordinance was mounted externally, and ranged from simple generic bombs to possibility of Mark 43 nuclear bomb. Fun fact, the A-6 delivered the most ordinance during Vietnam War than any other craft, including the B-52.

The design reflects the intended function. While not exactly apparent from its land mode, the whole transformation is made simple as possible while having interesting shapes to go around. Nevertheless, it still has some notably intricate, smaller form changing in its legs.

281_.jpg

How the feet are pulled in during submersible mode is rather interesting for the reason that it’s slightly over-engineered. The question whether or not you’d want sharp double-heels when you’re landing on a beach, or walk anywhere on the sea bottom where its muddy as hell,  is a good one and probably the only individual detail that I can complain about. If you disagree, you go walk on the beach with stilettos. Don’t ask why I’ve done that.

The transformation has four main elements that change form. The head, the arms, the legs and the crotch piece. Just like some older Transformers, what A-6 essentially does it that is stretches itself out, with some twisting and turning here and there. This transformation scheme is dependent on water, as its submersible mode wouldn’t function on land. Maybe is space. Luckily, we do have step-by-step CGs from the Visual novels themselves.

1.png

Here we see the submersible mode with its head extended from the main body. This seems to be the first step in the whole thing. Overall speaking, we do see that the A-6 is pretty nice overall, though you can see sections on the arms that have crevices. Nothing major going here yet.

2.png

The second step is to extend the shoulder and hip joints beyond the main body. This is the first thing that leads to the rest of the breakdown, but to be completely honest, this and extending the head should one and the same step.

3.png

Here we see the hands extending forwards. These scene where this particular transformation takes place happens during a battle against a Tactical Surface Fighter. Hence, the arms are coming to grab something in-front of it. In order for the 120mm cannons to face forwards (as in the top image), they are required to twist 180-degrees forwards. The main shoulder pieces that keep the arms and 120mm cannons connected to the main body are still flat.

4.png

The last phase  is extending the crotch piece forwards, twisting the 120mm cannons forward while turning the shoulder pieces out and straightening the legs and feet. At this point the A-6 Intruder would be ready to land ashore.

This transformation sequence uses the exact same core idea as Boxtron. The initial shape is mostly dictated by its function as an amphibious weapons platform, which on the other hand does limit how the humanoid form stands up. Well, semi-humanoid, as the A-6 does away with most human proportions.

While the transformation is simple, the main difference with its initial starfish form and Boxtron is not the shape or the sequence, but that it contains third dimension. While Boxtron was strictly a two-dimensional, A-6 needs to rotate and extend sections in the third dimension in order to achieve complete form change. As mentioned, the scheme of designed to work under water and only under water and ultimately the whole design works around this. The thrust is kept to the same direction at all times and the only bit that would seem to have any control over direction is the crotch piece.

Nevertheless, the good old tuck-and-cover method is practised here as well with, well, everything really. The amphibious mode is streamlined in most parts and doesn’t exactly have any hard corners for the water or currents to drag on. The geometry is overall sound. Outside the feet, anything more complex would be redundant.

In-universe the A-6 Intruder isn’t exactly a showpiece, and its transformation gimmick does give it a higher cost, but it’s specialised role makes it shine. While we can debate whether or not the design itself is something to admire, the A-6 is nevertheless a good example of a purpose-designed form changing mecha.

Let’s talk about Muv-Luv’s changes

By now those of you who’ve got the Steam release of Muv-Luv have most likely noticed changes in there. Most changes have been for the better, some out of necessity.

Before we go on, let’s re-iterate how the companies are related to each other. Degica is the company localising, they are in charge of translation and publishing, while ixtl is the rights holder and makes the final decisions what’s in and what’s out. âge’s the developer, and ixtl was put up to manage their IPs. Both âge and ixtl are under Acid Company Limited.

Degica may be the one in charge of the translation and publishing part, but whatever changes they do ultimately has to go through ixtl. If they decide to veto e.g. a translation title, Degica’s translation staff got nothing to say to it, unless they can provide some hefty evidence, as you may have noticed that both Takimekazuchi and Chizuru are properly romanised instead of using the more archaic forms Takemikaduchi and Chiduru. You can probably expect some bullshit things left in along the line anyway. I’m half expecting something along the lines of not using the official English title of  Sado Island. Hell, it’s even on the island’s own official tourist brochure. I don’t know how the hell Amaterasu missed this one, it’s not even an obscure tourist location. I can even pick up my 1970 World Atlas and take a photo of the page where Japan and its islands are showcased. Give me a moment, and I’ll take it!

DSC_4669
Page 70, Suuri Karttakirja, based on Reader’s Digest Atlas of the World, 1970

To be fair again, Sadogashima too is used (sometimes as Sado-ga-shima to boot), albeit not as common worldwide. Even on modern maps, like the one Google uses, lists it as Sado Island. Other languages seem to mainly use Sado, thou I admit Isla Sado sounds awesome.

The most clear cut changes are the new songs in the soundtrack, and music is almost always the hardest thing to license when it comes to Japanese products, especially TV-shows and movies. This is because a single show can include music from various different rights holders, and some may want their music be licensed episode-by-episode, which is why sometimes opening songs are replaced with instrumental versions in Western releases, like The Skull Man‘s or Mobile Suit Z Gundam. Sometimes music pays homage to other songs, and hits a bit close home. Metal Gear Solids theme is reminiscent to The Winter Road, and âge is known for their musical homages. Just like how Metal Gear Solid’s theme was essentially dropped after it was accused of plagiarism, and ixtl wants to avoid such controversies at all costs. They’ve dealt enough with plagiarism claims as is.

That said, while わるだくみ/Warudakumi had its own fans, Drama Bomb! isn’t really bad by any means. It and the other additional song are most likely leftovers from Schwarzesmarken‘s development, as both of them were composed by Evan Call. They have a distinctly different sound to them from the rest of the soundtrack, but like with most things, it’s really up to taste if you like them. It was probably the best for ixtl to replace the songs rather than risk accusations and possible lawsuit. That’s business for you.

This issue extend to Muv-Luv Alternative. One of its more iconic songs, Assault Landing, is similarly a direct homage to Basil Poledouris’ Kledanthu Drop from Starship Troopers. Then you have that pastiche of Buster Machine March and the other examples. You should be half-expecting their removal for the exact same reason.

Another big change people have noticed is that the script has been completely revised to the point of it essentially having no traces of Amaterasu’s fantranslation. If we’re completely honest here, that translation had issues. At points it was incoherent with issues with language, outright missing cues and throwbacks to âge’s previous works and top it all, had inaccuracies to the point of changing some of the characterisations. One of the reasons I never felt strongly for Ayamine was because the English subtitles didn’t really reflect the Japanese, giving her a slightly but significantly different impression what sort of person she was. The same applies to Class Rep. Ixrec or however his nick is spelt has said that he himself didn’t care for Extra, and it shows in his script.

The new script basically does away all these issues, but it’s natural to complain about these changes. It is a normal psychological reaction to feel negatively towards a new translation you’ve grown with. One example would the the Finnish retranslation of Peter Pan. The original wasn’t exactly accurate and took a lot of liberties, translating the names in a more Disney-esque way than anything else. The new translation is more accurate and representative in what ideas the book holds, but people disliked it anyway because it was new and against what they were used to.

As for the cropped CGs, âge’s been doing that since 2007. This isn’t exactly anything new, and these complains are coming in about a decade too late. The reason again is corporate politics. It’d cost more to add more content to the CGs to fit in the new resolution than to crop them. For purists, it is bullshit, but hardcore purists wouldn’t want to play anything but the original CD release anyway. Gotta read it as originally intended. In addition, depending how the CG is stored in the files, ixtl shouldn’t have much problems showcasing the whole CG in the Gallery mode.

As for the lack of porn, Steam doesn’t allow adult content like that. Secondly, producing a patch on itself is its own thing, separate from the rest of the deal. It may sound bewildering, but as the Muv-Luv Steam Version is based on the All-Ages version, it takes work from ixtl’s side to even create a patch to put in the necessary scenes and their script.  My guess is that patch isn’t high on the task list, not by a long shot. A wild guess would be that we can expect to see some proper news about the patch closer to Alternative‘s release. Then again, most people tend to say erotica scenes don’t matter or add to the story, but as soon as they’re missing, people seem to go ballistic.

There is also the issue of them being porn. ixtl and âge have been trying to clean their image, despite their streams not showing that, and there’s also the issue of age, or rather, the assumed age of the characters. Miki’s not the most legal looking character out there, and such things will cause certain troubles if not handled properly.

Still, I’m willing to bet it’s mostly about the money that goes into developing patch, as it might possibly break game saves and the like. From what I’ve seen, even when âge showcases how powerful their editing software are, they’re barely able to anything complex. Every game they’ve developed, like Faraway Dawn and those minigames in Altered Fable‘s Before the Shimmering Time Ends  have been horrible. Hell, the beach ball minigame in bugged to the point winning and losing really is dependent on said bug. I doubt the current release of Muv-Luv would even be out now if they didn’t have outside help.

Outside these, all the rest are more or less in line with the usual updating that don’t require any special mention. Some don’t like how large the user interface is, but I bet these people forget it’s supposed to work on tablets too, hence the design. Some have complained about yakisoba sandwich not being yakisoba bread, when in all actuality it should be baguette with fried buckwheat noodle. There’s some corporate bullshit in the background as usual for Japanese companies, and if you’ve ever really looked into how ixtl and age handles stuff beside their publicity, there’s some rotten stuff in there. The same applies to all Japanese companies, but it’s sad to see that being a rule in their corporate culture than an exception.

If we’re completely fair, if you have complaints that are about the CGs, music and the like that does not concern the English script or Degica’s English publications and PR, you should throw a message to ixtl instead.

Mecha design; manipulators

Consider your hand. You control all those 27 bones through muscles and tendons. The nerves give you feedback and send your commands down the like, commands that you are not even conscious of. Twist your hand, and you see it twisting. The large muscles come through the skin, but all the fine motion is lost unless we specifically look for it. It can grab and hold things in a wide variety of positions and ways, some that we don’t even know before someone else teaches that. These hands can build and destroy in equal amounts, they are our the tools of our creations.

Transferring that to a giant robot is a bit of a hassle.

Much like with a lot of other direct transfer elements with human body and giant robots, adapting hands 1:1 is an easy concept for sure. The idea of similar multi-use manipulator is attractive from the get go, but depending on the setting, human-like hands might not be the best option. A human-like hand requires far more parts, development, maintenance and simple tech than a say a pincer or more simple manipulator. Of course, the main argument for having a hand for a giant robot is its versatility, especially when it comes to weapons. However, that’s something that could be easily done with hardpoints where weapon is being mounted. We should also question how versatile does the hand of a giant mecha be, especially for a war machine.

Broadly speaking, all human-like hands with mecha follow the same basic idea, there isn’t much deviation. It’s either smooth or cubic. Using this example from a VF-19 serves as a good showcase.

VF-19 hand

While it looks complex, it’s more about the layered elements that make it look complex. Inner functions are of course barely thought, they’re not important. The fact that it looks like it could work and has plausible design elements, like the knuckle guard and fingers’ segments layer on top of each other when bent, is more than enough. Studio Nue has always preferred rounder elements to their design (sometimes dubbed as Bubble hands), especially with their older works. In Gundam, Sunrise and Bandai have preferred using more cubic hands, although exceptions are aplenty.

Gundam MS fed manipulator

The above generic Mobile Suit manipulator was designed for the models, but seeing how Bandai and Sunrise design their mechas models in mind nowadays, it’s a good example of a hand that’s more or less designed for wielding a gun and a beam sabre. It’s a bit more straightforward than VF-19’s, less well-rounded. The question of course is, if this hand is largely made for weapon carrying, why isn’t it designed as such?

The answer is, of course, because of Rule of Cool. When mechas are designed as characters, they’ve almost always given large amount of human characteristics in order to showcase dramatic events. Hands are no different in this. Beam sabre battles would be less dramatic and interesting if the manipulator would be specifically designed holder than a hand.

Controlling a hand like this has basically three options, direct 1:1 input, control macros or brain wave input. Variations and combinations do apply. While a “glove controller” would be idea, that’s pretty much what you do then with that arm. It’ dedicated for that arm, and the rest of the controls are either automatic or left other arm or legs. We discussed control macros previously, and this is most likely the best option overall, if brain wave scanning tech is not available in your setting.

Designing mecha’s hand really isn’t anything hard; just look at your own and mechanise it. Give it details for something to grab attention and some panels for easy access.

Giant robots don’t really have a need for similar level of sophistication when it comes to their hands, a simple grasping arm should be enough with some level of modification to suit the needed purpose. Hardpoints add a lot of versatility as well.

These take less maintenance and production costs would be lower too
These take less maintenance and production costs would be lower too

Of course, fiction doesn’t need to play by the rules of reality all that much, and if technology is advanced enough in a fiction to produce these things, why not? They could of course build better and simpler manipulators, but sometimes you do seek more complex solution for the sake of all the options it could give you. A gripping manipulator above doesn’t really offer many ways to grasp a thing.

Some franchises mix human-like hands with specifically designed manipulators, Muv-Luv popping to my mind foremost.

To be fair, this is complex for the sake of being complex, some of these steps could be dropped
To be fair, this is complex for the sake of being complex, some of these steps could be dropped. It’s a pretty good example of a very specific manipulator arm that works in junction of the main hand, something that I personally would like to see done more

Another one would Mobile Suit Z Gundam‘s The O with its assisting manipulators underneath its skirt. These manipulators question why would The O even need human-like hands, when the three-prong manipulator does everything they do. The answer to this is, of course, because the human design does not use that sort of hand. In a way, mecha in general should always be contrasted to armoured knights of legends, but that’s another topic.

Hands are ultimately something that Japanese inspired mecha design does. For giant robots, America has always preferred more built-in options. MegaBot’s Mark II is a good example of this.

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American vision usually attached the weaponry onto a pre-fixed arm that may have some freedom of motion to it, but is always more dependent on the movements of the main body. Compare this to Suidobashi Heavy Industry’s Kuratas and the difference in approach is notable.

The idea of having this built-in approach and lack of manipulators is just as valid.  While it lessens on-the-fly options and puts some limitations, it eliminates loads of moving parts that would require maintenance. The most prominent film example of this sort of thing would be our good old friend, ED-209.

I should probably write a whole entry on ED-209.
I should probably write a whole entry on ED-209.

Unlike with mechas with arms and manipulators, you can see ED-209 guns are its arms with no manipulators, as it needs none. It’s a robust little connector that looks sturdy and serves only to take the beating from the cannon’s recoil and swivel enough to shoot whoever full of holes.

Keep an eye to hands you see in mecha films and shows. Take notice how they are portrayed and how they function. Rarely you will see them doing things outside the capabilities of human hands, and showcasing how they are actually controlled is even rarer. Sometimes they take advantage of what a machine hand can do, like how Gundam washes clothes by rotating its wrist 360-degrees in repetition.

Washing machine Gundam

An axe to grind

Last month’s review left a bad taste in my mouth. Not because I essentially dismissed the planned monthly review in its favour (that one’s coming this month), but because the one-handed battle-axe, BWS-8, was just so immensely stupid and I simply couldn’t get a hang of it.

I'm not a halberdThis axe is a good example why knowing few basic ergonomics in fictional design pays off on the long run. This design just ticked me off. Even when compared to the worst offenders in Klingon bladed weapons, like the House of Duras’ knife, the BWS-8 Flugelberte fails at being a good, modern axe.

I discussed some how the direction of the handle’s curve affects the strength of the swing. What I didn’t mention is that the curvature BWS-8 has would break your wrist. Not only that, but because the blade is so oversized, that means the amount of force experienced by the TSF’s hand and wrist is much larger, causing far more wear and tear than what you’d get from a more sensible design.

But Aalt, it needs to have a wide blade to cut through the BETA.  Axes don’t cut, they chop. Not all swords are meant to cut either, they are made for slicing. For example, the katana was made as hard as it possibly could be with the low-grade river iron Japanese had, and thus was very easy to break and chip. The rule of thumb is; the harder something is, the more brittle it is. Makes you wonder what sort of bullshit the Mohs-15 hardness they’re pulling, but I guess that should be its own post. Because of the hardness of a katana, it was used to slice alongside the blade, hence its curve. It could not stand cutting or chopping motions. Japanese took the design from the Chinese and stuck with it, never really improving on it or finding something better for whatever reasons.

0043

This split is from a single underpowered swing. The axe we are looking at here is a Fiskars Splitting Axe, designed to have that wedge shape to push the wood apart. A battle-axe does not have this wedge because it is intended to push through the armour with sheer weight it has behind it and split whatever is underneath, and a wedge in there would just be in the way. Split being the keyword. A battle-axe is a weapon that combines the destructive weight of a battle maul with a blade, making it a weapon that crushes and cuts. You may be lucky with a sword’s swing, it just cuts you open, but with an axe swing, you’ll be left with much serious breakage.

You know what’s a more sensible weapon design that BWS-8? Getter Tomahawk.

FIGURE-002459_04[1]It’s a straight handled tomahawk with a textured maul. It also has a decently shaped pommel to let your hand grip unto for maximum swing. It’s blade is not overly complex or huge in size, but it’s in the higher end of things. The handle is slightly too thin, generally speaking, but just as TSFs are made of bullshittium, so is the Getter Robo.

Even Getter Dragon, all things considered, has  more sensible axe design. The spiked balls at the tip just make it retarded, but in terms of size and proportions, Getter Dragon’s tomahawks are very well-balanced. After that the proportions just get out of hands with Shin Getter Robo, while New Getter Robo actually having maybe the best design when it comes to function.

So, you may be asking Why was this worthwhile to write about? Because it’s 101 of design. When you are designing for what essentially is for human hand, you are limited in what you can do in the name of the health of that hand. If you are designing a weapon, like an axe, you should be required to design so that it would excel in the in the principle function of what an axe does. You do not design an axe to slice like a sword, you make it chop. And of course, one has to take the length into consideration as well…

ZerAxe…which in BWS-8 is far too large. That is not a one-handed axe any more, and it’s swinging that thing takes incredible strength and power. Compare it to the size that the Getter Robos above had them. That is the size one-handed axes go. It doesn’t need to be a hatchet, but more sensible. An axe in that length could be handled with one hand, but in that case the size of the blade needs to be scaled down quite a lot.

historical battle axeSee this guy? He is swinging historically accurate battle-axe that is around the same length as the BWS-8. The axe head is much smaller, as it can cause a lot of damage as it is. Remember; an axe is supposed to chop into your opponent, not cut it. Battle axes as a standard have long handles for reach and power. With the size of the head on BWS-8, swinging it would be heavy and extremely difficult, requiring the Jump Units to give the TSF full-body swing. If the head was smaller and more practical, it could be swung like a practical axe-type weapon. Even better, if the handle was straight, it would not cause immense wear and tear to the units’ wrists.

An axe of this size, or axe in general, doesn’t seem to be the best solution against the BETA. It’s a weapon of rule of cool, just like the BWS-3 Great Sword. Here’s the kicker; if BWS-8 was just arched forwards, it would have better power behind it. However, because the handle is facing the wrong direction and the overall design is undulating, that means it strains itself with each blow on those bits and would be cumbersome in battle. Yes, even in historical records, axes arching like that are rare, few belonging to cavalry, and sometime after the 8th or 10th century those vanished in favour of what we usually have now. But this is sci-fi, and as such it should have the highest tech solutions possible. Or just model a bardiche rather than make an overly complicated and overblown design.

A halberd it ain’t.

Review of the month; TSF Close Combat weapons overview

Fantasy weapons are rarely useful. They’re overdesigned pieces of trash that use excuse of magic or other bullshit to make them plausible. While Japan has produced some fine examples and utter bullshit, like the Final Fantasy 8 Gunblade or Clouds Buster Sword, the West is no stranger to absolutely batshit stupid designs. Skyrim’s Red Eagles Fury and Daedric Sword are good examples of awful design as is the Frostmourne from World of Warcraft.

The TSF close combat weapons don’t get a free pass from me just because it’s Muv-Luv. The problem with giant robot weapons is that they’re pretty much always made of bullshittium or the like. In case of TSF’s close combat weapons, they’re most likely made of some sort of derivative of supercarbon to give them high resistance to damage and light weight rather than made straight up same type the TSF’s are made of. Outside the fact that close combat is not the best idea when it comes to fighting the BETA, these close combat weaponry range from night retarded to plausible.

To add to the discussion whether or not these should be called Melee Halberds or something else, I’m sticking with my grounds and refusing to call these halberds despite me finally finding some materials having the term in plain English. Furthermore, Muv-Luv Alternative Total Eclipse World Guidance, or just TEWG, splits Melee Halberds into types; halberds and claymores. This can be countered with two arguments; 1) there are no halberds in Muv-Luv and 2) there are no claymores in Muv-Luv. This is largely a case where the writers have just thrown in cool sounding terms they no jack shit about. You might as well start calling a gun a longsword while you’re at it and missiles as Volkswagens. I may  need to read up on fighters and jet planes with each TSF comparison, but I know my way around blade weapons pretty well.

The Type-74 PB Blade is the sword we see the most in the franchise as it is used by the Japanese. It’s not really modelled after any real life sword, and while most people will see it modelled after a katana, the closes analogue would be the Chinese changdao as all of them are named after this particular type of sword. Tachi or nodachi would be the closest Japanese equivalent. Maybe the back carrying is taken from nodachi due to their huge size, but the grip with Type-74 is too short to be one.

Incidentally, the Type-74 PB Blade bears resamblence toa changdao in blade curvature. As a sidenote, changdao directly translates as long knife
Re-using this one from my previous entry

Continue reading “Review of the month; TSF Close Combat weapons overview”

Close Combat Blades

Recently I discussed a matter relating to translated terminology in Muv-Luv, mainly about if the term Melee halberd is valid when it comes to the weapons used by the TSFs. Let’s get the base out of the way first.

In Japanese, the characters used for the combat weapons is 近接戦用長刀. A straight translation of this would be something along the lines of Naginata for Close Combat, which is weird as hell. The 長刀 causes problems and is read as naginata in Japanese, but when Japanese want to be fancy they often use the Chinese way of reading, sometimes using Chinese characters too. In Chinese 長刀 is read as changdao, a type of long sword, thus the correct reading would be Long Sword for Close Combat, or Close Combat Long Sword, whichever you prefer. In Muv-Luv, the main sword the Japanese use invokes the type of sword a changdao is.

Incidentally, the Type-74 PB Blade bears resamblence toa changdao in blade curvature. As a sidenote, changdao directly translates as long knife
Incidentally, the Type-74 PB Blade bears resamblence to a changdao in overall blade curvature and shape, with the usual SF bits tacked on. As a sidenote, changdao directly translates as long knife. The Chinese Wiki also has a nice comparison between a pole weapon and a sword

Misnaming Close Combat Long Sword as Melee Halberd is sort of understandable, if you don’t check the Chinese meaning of the kanji. Even then, the Japanese naginata’s kanji is 薙刀. Whoever decided to call the swords are halberd was not on the ball.

I’ve searched through some materials, and there really isn’t anything about Melee Halberds in plain old English as such. If I have missed an official translation for it, it wouldn’t ultimately bear much weight. âge’s English is less consistent that you’d want to believe, and the whole debacle about what to call Surface Pilots showed that some things are just thrown in to sound cool. Nevertheless, their Japanese naming for the close combat weapons are consistent across the board.

The term Melee Halberd simply put it, a mistranslation and is something that should be fixed to represent the weapons better. Due to having an axe in the crowd, calling them swords outright would be a misnomer. In a recent discussion with Gabgrave of Alternative Projects, terms Close Combat Blade or Melee Combat Blade were pitched to replace the erroneous Melee Halberd. The cause is supported by the fact that, for example, Integral Works calls them as swords outright when discussing about Mounts.

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ソード as in Sword should be all you need from that one for now

There is one item that is called a Halberd-type Close Combat Long Sword, and it is the BWS-8 Flugelberte in IW.

098
Lovingly written with the alternative spelling halbert ハルバート to boot

Those who know your historical weapons well or were blade buffs as I was as a kid, you’d recognize that the BWS-8 does not fulfil requirements to be a halberd. A halberd is a two-handed pole weapon first of all, and the BWS-8 is intended to be wielded with one hand. Secondly, the BWS-8 is too short to be a polearm, mostly due to the aforementioned reason. Thirdly, any and all Close Combat weapons lack the necessary parts to be a halberd. It’s just a really slim battle-axe.

A halberd has hree parts with its tip; the axe blade, a spike, a hammerhead or hook on the opposing side, and a spike of sorts at the tip, all attached to a 150-180cm pole. That’s five to six feet for you Americans.

It’s an open question if Melee Halberd will be corrected in the Western release version. Seeing the translation work is being worked on without much breaks and carefully, I’m hopeful. I know certain part of the fandom is prefers the naming, but it really makes no damn sense to call swords and axes as halberds.

 

Plane elements in Tactical Surface Fighters; MiG-27 Alligator

Let’s point out that the English name of this TSF can be disputed. In Japanese, the name is アリゲートル, Arigeetoru. The little Russian I know, it should be written as Аллигаторы, or Alligatory. Seeing how no other TSF name is plural, I’m going to use my own head here and assume my ass out that its name was supposed to be Alligator, Аллигатор. It’s not uncommon to see âge misspelling names, like Schwarzesmarken or Valkylies.

The MiG-27 inherited the same basic airframe the MiG-23 had, but got a revised nose. It was first introduced to the service as MiG-23B as the ground attack variant of MiG-23, and after initial runs it saw some additional changes. Flogger-D, as NATO designated it, serves as battlefield  attacker and thus these changes accommodated its role. Both sides of the cockpit are protected from small arms fire and frontal view was increased. New terrain-avoidance radar and nav/attack systems were installed to give the pilot the edge they’d need.

MiG-23 and MiG-27 were one of the first swing-wing fighters with three sweep settings; 16-degrees for take-off, 45-degrees for cruising and 72-degrees for high performance flight. Sukhoi would continue using swing-wing in its fighters down the line. Sadly, it would seem this variable geometry configuration is more or less obsolete nowadays now that relaxed stability flight controls systems have negated most of the disadvantages the fixed platform fighter had. That, and it takes much fewer resources to designs and maintain solid fighters with no variable control surfaces.

The Tumanksy R-29B-300 turbojet engine the MiG-29 uses gives it a respectable thrust of 11 500kg. The fighters’ empty weight is 11 300kg with a maximum take-off weight at 20 300kg. The armaments are respectable, having one 30mm cannon in the belly pod with seven pylons for missiles and rockets up to 4000kg, including nuclear carry capability. Nevertheless, MiG-27 was in production almost three decades until 1997 with  around 4000 units build. It is a potent fighter with ceiling of 14 008m, range of 1080km and climb rate of 12 007m per minute, the MiG-27 can be still found serving different airforces around the world due to Soviets and Russians importing it to countries like Cuba, Iraq, Afghanistan and India.

Overall, a classic fighter, but I’m still partial for MiG-21.

Aligatori_2
Original here

I’m always surprised how tightly knit MiG variants are, but ultimately that showcases how it’s not feasible to have a fighter that would excel in all roles. As such, I’ve noticed how TSFs are either shooty or knify, but the ones trying to do both don’t really stand out at all. TSAs on the other hand stand apart from their TSF brethren just fine.

While the MiG-27 is variant of MiG-23, it’s TSF version is more or less an upgraded standalone version, and its performance and changes made to the frame were supposedly significant enough to give it a separate designation. The two look pretty much the same, having only one or two actually important changes, like on the arms and in certain details here and there, like on the knees and on the holes of the shoulder armours neat the head.

WhY mY ShOuLdErS hUrT?
An argument for all TSFs looking the same, unless you recognize how the real fighters look almost the same as well

The Alligator uses nicely surfaces and elements from the MiG-27 fighter. It’s more inspired than some other TSFs and has instantly recognizable, boxy look to it. The groin guard is a relatively unique in that it encompasses more elements than just the fighter’s nose. The head isn’t anything special, but I would argue the shapes on top of the head are inspired by the point where the variable wings are attached to the fuselage. The shoulders and arms should’ve been just a tad slimmer to follow the surprising thin nature of MiG-27, but overall there’s a healthy amount of plane elements in there, especially in the line language, mixed with TSF original materials, notably in the legs.

It would appear that close-combat focused TSFs function as equivalents for ground attack fighters. As such, the Alligator has a larger Soviet Army Combat Knife for better BETA cutting power. I’m not sure how this translates as better close combat capabilities, as the Alligator doesn’t have any more sharp points on its armour than its predecessor, Cheburashka. It’s got the WS-16 Assault Cannon and the same DS-3 MPSA shield MiG-21’s use. I guess it’s just quicker and more nimble than its predecessor, but that doesn’t necessarily translate into better performance at close range. That translates into better performance overall.

Much like the real life MiG-27, the Alligator is supposedly still in action during the events of Alternative, making  about 40% of Soviet Surface Fighter forces. It’s a competent, basic TSF that doesn’t do anything too fancy, but has the basics down just fine for a Second Generation TSF. It’s direct descendant MiG-29 Ласточка/Lastochka/Swallow and MiG-29OVT Fulcrum do everything the Alligator did and then some more while still staying in the range if Second Generation TSFs.

Of course, Su-37 and Su-47 would totally eclipse the MiG-27 in their time in terms of performance, close combat capabilities and fire power.

I just wanted to throw this in here
I just wanted to throw this in here

Remember to check the Tactical Surface Fighter tag I have for all the previous posts with TSF/plane comparisons.

Further discussion on the Muv-Luv Alternative Codex

I was supposed to do a TSF/fighter jet comparison this weekend, but I’m sure fans of Muv-Luv will find this one a bit more of interest for the time being.

The reported amount characters in Muv-Luv Alternative Integral Works was around 500k characters. That’s a large amount of Japanese characters in 351 pages or so, and when translated text will expand the page count a lot, at least to 400 page region. Add in the Lunatic Dawn 1-9/ Allied Strategy 1-3 translation in there and you will get a piece that should hit around 500 pages and more. This isn’t the problem in itself. The problem that has popped up is that IW’s character count hits closer to 600-700k region.

Combined with the LDs, the new count would push the translation well over the 450-500 pages limit into 550-600 pages region.

The book dreams were made of, until it's translation become a reality
The book dreams were made of, until it’s translation become a reality. This will also be the last time I take my IW from wraps

To reiterate what Integral Works is, it is a source and guidebook for Muv-Luv Alternative, its fictional world history, organisations, mechanical designs and the like. It is not an artbook. I should have not compared IW to Mega Man 25th Anniversary Book…

Dimensions-wise, MM25 is about the same size as IW
Dimensions-wise, MM25 is about the same size as IW

…when in reality I should’ve probably compared IW to a book that’s more or less similar content-wise. Just with a chapter or two about fictional fighters-turned-mecha.

Like this one here. It's an excellent book you should read. I should update my own, it's over decade old at this point and missing some new key events
Like this one here. It’s an excellent book you should read. I should update my own, it’s over decade old at this point and missing some new key events

Lunatic Dawns/ Allied Strategy are magazine books (mooks) sold at Comic Market. Their content varies from serious additional information about in-world matters in very similar fashion to Integral Works’. However, there are numerous other subjects that LDs have, far more comedic, tongue-in-cheek in tone as well as topics that have no relation to Muv-Luv in form of advertisements and other similar stuff.

I'm not too keen on collecting LD's at the moment, but perhaps later in this year I may have something else in mind
I’m not too keen on collecting LD’s at the moment, but perhaps later in this year I may have something else in mind
Why in the depth of seven hells I have a pane of glass next my computer and where the hell did it come from?
Why in the depths of seven hells I have a pane of glass next my computer and where the hell did it come from? Why didn’t I clean it before taking the photo? Can I use this to take photos in the future?

Much like IW, LDs contain interviews, sketches, behind the scenes information and short stories. They’re like  bits of IW additions next to humour and advertisements.

What I’m going to touch upon in the rest of the post applies only to the physical version of the Muv-Luv Alternative Codex; something needs to be cut.

IW is the backbone of the Codex, there is no doubt about it. Contents of LD’s will be integrated amidst IW’s translated text, hopefully seamlessly.

After discussions with Jason, the Muv-Luv Kickstarter’s community manager, it became apparent that there needs to be cuts made in both IW and LDs in order to accommodate the pre-set page limit. The page limit is more or less absolute, as pressing a book of this size has to have carefully calculated budget. There’s not much room to fidget around. That’s a reality we’ve have to face and there’s really no way to get around it.

I have taken a point of view that the Codex needs to in-line with the tone and content IW has. Cutting materials from LD was previously known, and as such about half of LDs’ contents are cut straight away. These contents are the humour stuff and unrelated to Muv-Luv in general terms. As LDs are advertising for (then) upcoming âge products, they have materials on Chronicles’ series, like The Day After, Joshin Eishi Cryska and the like. As IW is a companion to Alternative, we have an establishes context for the Codex. The Day After belongs to Unlimited timeline, thus The Day After related material has no reason to be Codex, or rather, it has does not have the highest priority. It is not impossible to have future booklets that would concentrate on these The Day After and other materials.

However, as I said, something needs to be cut from IW. Chapter 9 is fourteen page short story concentrating on Tsukiji Tae. You may remember certain cat scene from Muv-Luv to which she is related to. While I would personally want this short story to be included, a fourteen page cut is a godsend, and I will argue for it getting cut simply on that it doesn’t add raw data into the book. It adds world building for sure, but it is slightly too personal.

Second piece that I would expect to be axed is in Chapter 3. Towards the end there is a seven page short story about a TSF mechanic, and while the story would be great to have for further personal world building, I also argue for its removal on the same basis as Tsukiji Tae’s short story.

Chapters 11 and 12 are interviews whereas the 13th final chapter is the Glossary. These interviews are something I would hate to see the axe as they contain information on the creation of the franchise and a little bit around of it. What I like about Chapter 11’s interview is that around the pages there are information boxes of the matters the text is referencing to. For example, it has small explanation boxes for Mospeada, the Andromeda from Space Battleship Yamato, the influence of James P. Hogan‘s SF works, Asimov’s I, Robot, Devilman, Spriggan Mk2, Raster Scroll, and of course, Neon Genesis Evangelion. These bits are interesting for sure, but with the whole library of the world at the tips of our fingers, they can be excised to gain more room.

If you’re worried about the translation quality, all I can say is that don’t be. There is a competent translator working on it.

Expect the Codex look different from IW as well. The reason for this is that ixtl doesn’t own the layout for the book. They own all the content for sure, text and images, but Enterbrain, which is a brand company under Kadokawa Corporation, owns the layout itself. They also publish magazines like TechGIAN and other game related materials. They’ve also dabbled into software front in form of RPG Maker and its relatives, plus they’ve got some actual games alongside some VNs. Tabletop RPGs too, some of which I should buy for my friend.

The person who will be in charge of Codex’s layout will have a goddamn riot day with all the materials and page limit he’ll have to work with.

Currently, the physical Codex is the main concern. The digital Codex will be made afterwards, and it has been mentioned that at the base idea it should be updated. This would mean that the content that would need to be excised from the Codex for tone and space might appear in Digital Codex later down the line.

Muv-Luv as a franchise is experiencing a sort of renaissance thanks to the Kickstarter. Schwarzesmarken is on the television, second VN being released after it has run its course and certain future plans I don’t have any freedom to talk about. Things are looking rosy, for all the fans around the world.

Plane elements in Tactical Surface Fighters; Su-37 Terminator

The Flanker series of Sukhoi fighters have always been competent fighters. In Muv-Luv Alternative’s BETAverse, the base Su-37 most likely exists somewhere, but is never seen anywhere, not even on the TSF tech trees. As such, this comparison will be a bit weird in that I am using a base version of Su-37 to Su-37m2. This is the single seat variant that Fikatsia “Mama Bear” Latrova and 221 Batal’on Zhar used in Total Eclipse. The TSF Su-37’s don’t have outside differences par painting scheme, so either could’ve been used. If this bothers you, too bad.

A modified version of Su-27 with canards first flew in 1985 and was the prototype from which the Su-35 would be based on. The first true Su-35, called Su-27M at the time, flew in June 1988. It was a single seat fighter with moving canards, improved engines, digital fly-by-wire system that had quadruple redundancy to prevent mishaps. The prototype was made to be an aggressive fighter with great control. Because of the redundancy systems, Su-37M could fight and take hits without losing control. Probably. The Su-35 was a beast on paper, but Su-37 would improve the fighter further.

Su-37  was an experimental fighter with many names. NATO calls it Flanker-F, Sukhoi themselves calls it the Terminator. A loved child has many names. For a multi-role fighter first flown in 1996, the Su-37 was super maneuverable and able to utilise two dimensional thrust vectoring with its moving nozzles. All things considered, it had  great weight-to-thrust ratio with its Lyulka AL-37FU engines providing 12 500kg thrust to a fighter weighting 17 000kg empty. 2500km/h is nothing to scoff at either, especially for its time. With fly-by-wire, the Su-37 could do very impressive vertical acrobatics that impressed attendants at airshows in 1996 and 1997.

For its armaments, the Su-37 had one 30mm cannon and 14 hardpoints to carry a range of missiles and bombs up to 6000kg. The maximum take-off weight for the fighter was 34 000kg. Later Lyulka-Saturn developed AL-31Fp thrust control engines that were able to move in both horizontally and vertically. Some Su-37 were installed with these for tests and were named Super Flankers, but the engine is more associated with Su-30 Multi-Role Flanker. In December 2002, a Su-37 crashed during a ferry flight, ending the program. The plane series never entered production, and it seems Russian air forces are emphasizing Sukhoi PAK FA as a sort of response to US’ F-22A and F-35 Lighting II.

In Muv-Luv Alternative Su-37 saw larger production and was one of the main stepping stone towards Soviet Union’s 3rd Generation TSFs, namely the Su-47 Berkut.

F-14 Tomcat
Had to use these models, never found a good coloured back image

The Terminator, as its known here, is a single-seat front line TSF. It has a brother version in Su-37UB, which was used by the Scarlet Twins Inia Sestina and Cryska Barchenowa. Anyway, the Terminator was a 2.5th generation TSF with an emphasize on Close-Combat. Sure, it carrier the usual A-97 Assault Gun, but much like its little brother, the Terminator carries Arm Blade Motors ie. Chainsaws in its arms and basically has enough Spike and Blade Vanes to give a modeller bleeding hands. It lacks proper knives to do the Knife Dance, sadly.

One thing that needs to be separately mentioned is that both Su-37 and Su-47 are very similar to each other. There are clear differences for sure, but designers at âge clearly intend to reflect the fact that Su-47 used the same tandem-tripple layout with canards and tailplanes that Su-37 would use. This leads to other interesting things like the Jump Units having two tailpods instead of one found on the real plane. Furthermore, the torsos between the two are extremely similar if not identical, which harkens back to the fact that Su-47 was originally knows as Su-37. Russians have a tendency to re-use definitions with their fighters, which honestly has caused me more than a little headache when it comes to writing this entry. While Su-47 came first in the real world, it’s very clear that Su-37 came first in BETAverse. The Terminator also is a bit poor example of fighter elements in TSFs.

One interesting thing with the Terminator is that its skirt armour has forwards pointing thrusters, which most likely adds to its maneuverability. While the Terminator was not all that impressive in Total Eclipse VN or the television series, it’s safe to say that for its time it reflects the real world counterpart in how agile beast it is. The differences between 3rd and 2.5th generation TSFs is not all that big, so it would be safe to say that the Terminator could give early 3rd gen TSFs run for their money. That is, if the US surface pilots aren’t dicks and stay in stealth mode, shooting from miles away.

I also need to revise these charts at one point from ground up.

Music of the Month; Crusader

This one will be short. For a while now I’ve been emphasizing on these Music of the Month bits how I’ve been living in a period of change and how I have been busy with work. Well, let’s just say that work business has now died down, and I will be busy with other matters. That said, I will not put the blog down and will continue to do two posts per week, more if possible.

This week we recorded a podcast with Evan from the Alternative Projects and few other special guests. This is one of those special podcasts that will appear on this site, but it’s a long one and as such will take some time to edit down. It was supposed to be ready today, but I had a two-day gig again, which took all of my time.

All previous ideas from last month are still valid and on paper. I tend to play the long game. You might remember it took almost two years to make that laserdisc player review. To continue from that on, there’s is nothing new on the Muv-Luv front. Sure, Schwarzesmarken first part was just released and I have read it a bit, but it’s less relevant for the Western fan that doesn’t understand the language. What I mean is that currently the Kickstarter is at production phase, where some products are going through final revisions whereas others, like the reworked translations, are under being worked on. As such, this is pretty much the storm’s eye moment, where we went through the first part of the storm with the Kickstarter, but we still need to go through last gusts of winds.

And that spot is was worries me quite a lot. Recently you have seen some news of game companies refusing to release games in the West if they have sexy characters. Dead or Alive Extreme has been on the news for this and Koei Tecmo made an official announcement on the issue. Next to them, Idea Factory and Compile Heart have stated that they will follow the suit. This is pretty fat bullshit, and we all know it. Here’s the thing; no company or no person should be forced to censor their product for a foreign audience, especially if this product is already for teens or older.

I do understand why these companies want to avoid localisation. It’s not just about the bad press they would get, even if it really would be from limited sources like Gawker. It’s amusing to see how the US has become a hugbox where nobody’s feelings can be hurt in any way, and France is the nation that is picking up a fight. There’s also a monetary aspect, and just not having to deal with bullshit expenses is always welcomed.

Companies like XSEED have been treating their products and customers well. Degica, while a company that doesn’t put itself too much in the front, really need to be noticed. Not only they handled Muv-Luv’s Kickasterter incredibly well, but they’ve been pushing out games like Dariusburst Chronicle Saviours. Hell, Degica has been digitally publishing large numbers of shooting games, including a bit obscure titles like Judgement Silversword. Now if they could just partner with GOG to the same extent. However, I am expecting to see some level of shitstorm brewing about when Muv-Luv’s release draws near. I know NeoGAF already had issues with it, and whenever they release the patch that adds the ‘important bits’ back, things may get a bit heated. The best thing for Degica in this case would not to back on their word. After all, it’s a million dollar Kickstarter, breaking promises will affect their possible future fund raisers.

So, what’s store for us? I’ll be finishing year’s last TSF comparison, I wanted to do some more reading on it, but I feel all of it was for nothing. There’s that aforementioned podcast and then… something I need to check, I have a horrible memory. One thing I require to do is to take time for myself and make myself better at things. There most likely will be a personal entry, haven’t done one of those in a long time. Let’s have some more Keldian to lighten up the mood, shall we?

Muv-Luv Alternative Integral Works, Lunatic Dawn and the Codex

It’s the last week of Muv-Luv Kickstarter, and I’ve yet to write a single entry on it. However, I do feel a need to write about the Codex. Or rather, the elements the Codex would be build from; Integral Works and Lunatic Dawns.

Integral Works, a name referring to pieces of essential characteristics. For some time the name has been used in Japanese source books for some time, and when referring it in context of Muv-Luv, Integral Works is a 352 page book about the world history, technology, BETA, organisations, physics regarding in-universe exotic materials, war tactics and strategies and about certain key events that took place during the second visual novel. I’m sorry, I ended that sentence too soon. IW is not just about those, but also about sketches, glossary, interviews and small sides stories.

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There’s a clearer image of the cover in the book as well. The hologpraphic cover is so 90’s trick, but still pretty neat. Easy as hell to scratch.

In short, Muv-Luv Alternative Integral Works is an essential sourcebook for the fans, as it expands all the concepts introduced in the main work. The book is not a series or production bible, but more like an extensive companion.

Pages like this are treasure troves. Hell, that Shiranui image alone shows how TSFs have rather rare joints when it comes to mecha
Pages like this are treasure troves. Hell, that Shiranui image alone shows how TSFs have rather rare joints when it comes to mecha

Lunatic Dawn is a name of series Comic Market exclusive books that expand on what IW was. New Tactical Surface Fighters were introduced in them as Declassified. For example the F-35 Lighting II was introduced in Lunatic Dawn 7. These information pieces are not just your run of the mill splashtext, but rather extensive history and performance overviews. Lunatic Dawn 7 alone revealed eight never seen Tactical Surface Fighters. They have a slot in the IW TSF Tech tree, but had no visual representation. In addition, Lunatic Dawn books offer more detailed information on certain individual characters, setting, mechanics and organisations. Each instalment of Lunatic Dawn is like an additional piece to Integral Works, filling its gaps as new pieces to the franchise is released. Often an entry of Lunatic Dawn surrounds around some upcoming or new story, like The Day After or Total Eclipse, explaining bits and pieces of information that may never come through the actual work, but nevertheless applies to them. Lunatic Dawns also follow the Japanese mook format, a combination of magazine and book. Not really thick or hard enough to call a book, not really thin and flappy enough to call a magazine.

Lunatic Dawn 4 was more or less Chronicles centric entry
Lunatic Dawn 4 was more or less Chronicles centric entry

Combine Integral Works, and Lunatic Dawns, and you have an incredibly large and in-depth piece. That’s what the Codex of Muv-Luv Alternative is like. The Codex, as the Kickstarter calls it, is a combination of Integral Works and Lunatic Dawn Anthologies 1-3 in one piece.

The fan-favourite Tactical Surface Attacker A-10 Thunderbolt II was first revealed in Lunatic Dawn 3
The fan-favourite Tactical Surface Attacker A-10 Thunderbolt II was first revealed in Lunatic Dawn 3

At least, it could be. The Codex as a physical piece is Muv-Luv Kickstarter’s last stretchgoal at $900 000. That’s a lot of money, but it’s not impossible.

Here’s the reason for this post; Muv-Luv Alternative Integral Works is the sole most important printed piece of Muv-Luv franchise. The sheer volume of primary information it offers is incredibly valuable to the overall franchise, and all of it is untranslated. There are bits and pieces of an item or two that’s translated, but the whole thing is still an unknown entity.

Charts like this are just a grain in the vast desert of untranslated pages
Charts like this are just a grain in the vast desert of untranslated pages

A digital piece would do no justice to this. I cannot emphasise enough how important it would be to have something like this in your hands, feel the covers and paper in your hands, smell the scent of a new book. See the print shine in the light, admire the layout and simply read the words. Would the digital piece hold all the same information? Without a doubt. That, however, is beside the point.

A physical piece is more expensive to produce. It requires more work to get to the consumer. It demands more. It would be a glorious piece to hold. To use a comparative piece, Mega Man & Mega Man X Official Complete Works 25th Anniversary book 432 pages long. The Codex would be larger piece than this, most likely hitting a sweetspot somewhere around  450 pages. A digital version is only ones and zeroes. This sort of book demands a high quality printed product. This needs to happen, there’s no reason not to have it realized.

Height and width are standard, but the depth/thickness is not. MM25 is about 1/5 thicker than IW. The Codex on the other hand would be around 1/5 thicker than MM25
Height and width are standard, but the depth/thickness is not. MM25 is about 1/5 thicker than IW. The Codex on the other hand would be thicker than MM25

Here is some stuff Integral Works and Lunatic Dawns consist of. Of course, everything is in Japanese. I busted out my second Integral Works from wraps to have this mediocre flipthrough to give a glimpse what the book is all about. This didn’t do it justice, but dammit the size of it should speak volumes alone.

While you’re at it, listen to our discussion sessions with Degica about the Kickstarter if you already haven’t. There’s some golden bits in there.

ARG Podcast #1; Muv-Luv Kickstarter interview with Degica

Here it is, the promised second interview with Degica on the Muv-Luv Kickstarter.

Without further adieu, tune in;

It’s always a pleasure to talk with Mitch and Jason. They’re always aiming to answer whatever question we have for them, and this time I have to admit that I went bonkers with them. The questions were way too big in size, several lines on paper instead of focusing on making point-hitting inquiries. That’s on me, but in my defence each question tried to combine things that the fan community has been discussing for some time now.

This interview is about as long as the last one we did during test ‘cast, and these really can’t go much longer due to the schedule Degica’s Muv-Luv team is running under. You do get answers about the Kickstarter itself, how the project is being handled and some  behind-the-scenes info.

On my end, we’re not going to see much more podcasts in this blog, as we’ve come to a conclusion that keeping it related to Muv-Luv works the best for people who already follow Alternative Projects’ blog. Some special episodes excluded.

Plane elements in Tactical Surface Fighters; EuroFightas Typhoon

The canard-delta wing craft  multi-national pride Eurofighter Typhoon first flew in March 27 1994. The Typhoon began as a joint project between Great Britain,  France, Germany, Italy and Spain. As we know, France split from the group in 1985 to pursue their own fighter, which became the Rafale. The two fighters share a similar overall appearance because of their common origin.

Whatever you want to call the Typhoon, there’s no denying that the fighter is well-suited for its air dominance role with instantaneous and sustained turn rates, low wing loading, high thrust-to-weight ratio, excellent all-around vision and ease of handling. It’s two turbofans generate a combined thrust of 18 396kg, which is comparable to the F-14 Tomcat’s, but an unladen Typhoon weights half as much as the weight of an empty Tomcat. This is due to the Typhoon being constructed by using lightweight composite materials and glass fibre.

The good vision the pilot has from a Typhoon serves it’s sophisticated attack systems well, and its identification and defence systems include Infra-Red search and track, advanced medium and short-range air-to-air missiles and largely a comprehensive electronics warfare suite. Despite it lacking stealth the Typhoon can put up a tough fight, especially when you realise that it doesn’t just have chaffs and flares, but decoys as well carried on its wingtip pods.

Despite it’s intended role, the Typhoon is really an all-around multirole combat fighter. It’s basic armaments consist of one 27mm cannon and 13 hardpoints carrying up to 6 500kg of ordinance from short and medium range AAMs to wide range of stand-off weapons, bombs and rockets. It’s underside looks like they just bolted every single sort of missile and rocket they could and made it fly fast.

All this sounds good, but it could’ve been even better, if not for Germany threatening to remove themselves from the joint project in 1992 due to rising costs.

The Typhoon requires fly-by-wire system as it is aerodynamically unstable. This offers the fighter  high levels of agility, enhanced lift and reduced drag. Fly-by-wire has become standard to a large extent, which can be equated to power steering in cars. The pilots also have a relatively advanced cockpit with wide angle HUD and three monitors displaying the needed instrument information and flight data. The helmets even have a sight for the weapons, and direct voice input allows the pilot controls by talking to the fighter. That’s some serious sci-fi shit right there; Next  thing you know is that some poor bastard falls in love with their machine while fighting some strawberry jam aliens.

The British variants of the Typhoon are assembled by BAE Systems from components produced in partner countries, and partner countries have their own assembly lines in Munich, Turin and Madrid. There are numerous variants of the Typhoon, and even a navalised variant has been proposed.

Unlike the F-14 Tomcat, the TSF version of the Typhoon stands well next to its original counterpart. Numerous elements are instantly recognizable, despite the legs again being more or less based on nothing.

F-14 Tomcat
Original and image board version

Much like the fighter, the TSF EF-2000 is a fast hitting machine wielding sharpened components in almost every part of its body, which gives it an edge in engaging the BETA over American F-22A. These components also work as control surfaces during high speed maneuvers. Then you have the Euro Front only weapons: BWS-8 Flugelberte with the Germans, a goddamn axe, and the choice of weapon of the British Storm Vanguards, the BWS-3 Great Sword that’s made so insanely over the top that it’s nickname’s the Fort Slayer.

It's a ridiculous sword
It’s a damn ridiculous sword. Type 74 and Type 77 PB Blades, XCIWS-2B, BWS-8 Flugelberte are all reasonable weapons, but the BWS-3 and Falcate Sword are just way over the top, BWS-3 topping everything else

Despite all these close-combat abilities, the EF-2000 is able to carry the more or less usual GWS-9 Assault Guns, but also has the access to the absolutely bombastic Mk.57 Squad Support Gun, which is essentially a high-mobility support gun for the TSFs. While the US doctrine is to shoot everything and most others combine traditional armour forces with the aforementioned traditional forces, the Euro Front employs the Mk.57 with its TSFs to support each other, freeing thanks and others to stay at defensive positions. With the range of over 20km and high mobility of the EF-2000, the Mk.57 has made its impact.

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Outside the GAU-8 Avenger the A-10 carries, this gun is the best gun ever. Then again, the A-10 is a TSA and not a TSF

What more to add? While visually the real life fighter is a bit dull, the TSF is absolutely spot-on.

ARG Test Cast #T05; TV Vulture

The fifth test podacst is up and ready to be listened to. The topic we cover is television culture and the differences between nations. We got few first here too, as Kevin from the Alternative Projects joins us and we have a guest to fulfil an empty spot. We also start with a newsbit about the Muv-Luv stuff that has been going on.

The song at the end is the intro for the TV show MacGyver.

This being the fifth one, we’re going to go on a hiatus and see what works and what doesn’t. Feedback would be appreciated, overall speaking. Otherwise we’d be on an empty base. I’m not sure if we should concentrate on one theme only, like Muv-Luv, as that would be a subject that would be burnt through relatively fast. You’ve most likely also noticed that we’ve yet another provider change, hopefully our last.

There’s not much to add. We will most likely do a celebratory podast or a live stream on Youtube when the Muv-Luv Kickstarter begins, but depending how things go, the podcast may not be seen as updates in the future, but turned into a widget. That might work for the best, but you never know.

Alternative Projects + Aalt presents: ARG Podcast #2 – Interview with Degica + winners for the Giveaway

Three or four weeks ago, I’m not entirely sure, I contacted Degica’s community manager via Twitter if he would be interested in an interview on a podcast that didn’t exist at the time. I didn’t have much faith, we are talking about a singular fan contacting a company for information nobody else had access to.

But ‘lo and behold, things went on an overdrive. Not only did the community manager was aboard the ship, but he also got Degica’s Global Manager/ Project Leader aboard. I got a bit too greedy, and I scrambled to put up a test show. You heard it last week. Last Saturday I sat down with the representatives and Gabgrave of Alternative Projects to discuss some of the matters that people have been guessing around the Internet. Basically everything was set up in three weeks, and that’s not a whole lot time to get used to podcasting or practice it.

Now, this wasn’t just related to the Kickstarter as I wanted to approach them with questions that also relate to the main content of the blog, and as such I split the question in the middle with Gabgrave, where he handled the more Muv-Luv Kickstarter related questions.

There are some bits and pieces that I think fans of the series will love to hear, especially that little story from Anime Expo. The winners of the Giveway they were running at their site are announced here as well, and a new contest is launched a well, so keep listening to the very end.

This episode is around thirty minutes long, half of the previous one. The reason for this is because, as mentioned multiple times, things are changing and some information isn’t available. It could be said that I jumped the gun by asking for an interview too early.

Without any further intermission, let’s roll with this.

Rules for the trivia competition; Tweet your answer to @muvluvseries on Twitter in order to enter the contest. The duration of the competition is until Sunday 26th. Good luck to all the contestants.

The song at the end is Arranged version of Storm Vanguard.

Correction; In my quick mouthing I managed to misstate the website. It’s degigames.com, not degicagames.com.

For further transparency, there has been no monetary transactions whatsoever. This is a fan reaching out to a company for a contact, and them responding in a positive tone. The interview went through ixtl as well, but it went through in its initial cut. I’m sure I have a conflict of interest too by being a fan and having a bias.