Monday, March 25, 2019

Let's Go: Eevee w/ PokeBall Plus (Switch, 2018)

Let's Go: Eevee was released in late 2018 to warm critical reception.  A remake of the original Pokemon titles (Red, Blue, and Yellow, respectively), the game features all of the generation 1 pokeman players have come to know and love, with improved graphics, streamlined mechanics, and "partner" pokemon (the eponymous Pikachu and Eevee) that bring a big dose of cute to the proceedings.

Since my initial impressions post a few days ago, I have put approximately 30 hours into the game.  As I alluded to in my previous post, I collected the three legendary birds (Moltres, Articuno, and Zapdos respectively), defeated the Elite 4, and claimed my title of Kanto Region Champion.  With all of that under my belt, how does the game stack up?  Read on to find out.

Basic Info:
  • Name: Let's Go Eevee
  • Release Date: 
  • Price: $100 ($50 for game and PokeBall Plus, respectively)
  • Publisher: The Pokemon Company / Nintendo
  • ESRB Rating: E / Everyone
Pros:
  • As far as games go, I have to give this one props for holding my attention.  Even decades after the original game's release (Pokemon Red / Blue / Yellow respectively), I still find it easy to play this game for hours at a time.
  • There is a good amount of end-game content, even after becoming champion.  This includes mainstays like capturing legendary pokemon like Mewtwo, and newer features like defeating one-off "master trainers" who focus on individual pokemon.
  • I'm not sure when this was implemented in the lifespan of the Pokemon franchise, but having a "partner" pokemon that follows behind you is just plain cute.  I also like that your Pikachu or Eevee out in the world even if they aren't in your battling party.  This is sure to please more competitive players who don't necessarily want either of them in their party.
  • I like that pokemon can be seen in the over-world map in this version of the game (not unlike Let's Go's sister game, Pokemon GO); it means that tiresome battles can be skipped if desired, and it's never a surprise what you're going to be capturing.  I suppose long-time fans of the series may dislike this, but as someone who has played on and off since Gen 1, I consider it a plus. 
  • I have mixed feelings about the new capture system, but I think the new mechanics work within the context of the game and its more casual and approachable experience. 
    • On one hand, I LIKE that I don't have to fiddle with getting pokemon down to low HP to catch them, that I don't have to spend my party's "move energy," to do so, and that the battles are generally shorter and more approachable compared to previous entries in the series.  
    • On the other hand, the new capture mechanic (of just tossing Pokeballs at wild pokemon) can be fiddly in its own way (e.g. when a pokemon is very large and distorts the reticle / where the pokeball should be thrown), and is not as rich in strategy.  After spending 30 hours with the game, I started to crave the more complex battles of previous games.
Cons:
  • I was gobsmacked to learn that you can't play this game with the Pro Controller (only a single Joy-Con, the PokeBall Plus, or in handheld mode).  The Pro Controller simply isn't listed as an option in the game's UI.  
  • The PokeBall Plus doesn't warrant its price tag ($50).  Specifically, though you can use it as a controller in the game, it has a few issues.  In short, while the device is fairly priced (it has plenty of features and feels good in the hand), its issues mean that it may not be worth the cost except for the most dedicated fans (and Pokemon collectors).
    • The size and shape of the controller means that the stick always feels a little wobbly.  Moreover, since you have to click the analog stick to confirm menu choices, it is pretty easy to select the wrong thing while playing (e.g. selecting the wrong move while battling).
    • The capture mechanic just isn't as consistent as it is in handheld mode; I can't say how it compares to the Joy-Con experience, since I haven't spent much time capturing in that mode.  
    • I found the PokeBall Plus rather fussy to link with Pokemon GO, often requiring two or more attempts to get everything working as intended.
  • (Nit-pick) There are occasional frame-rate dips; I noticed this very early on in my experience with the game (e.,g. the Viridian Forest).
    • I am listing this as a nit-pick because while I did notice the frame-rate dip, I didn't dramatically affect my overall experience with / enjoyment of the game.
  • (Nit-pick) I am annoyed with how little avatar customization there was, even after more-or-less finishing the game.  Adding insult to injury, all of the new outfits I've unlocked for my player avatar have been re-skins of the first outfit.  I find this especially galling because even Pokemon GO, this game's free-to-play counterpart, has more outfit options (even if many of them are hidden behind a paywall). 
    • On a related note, even though I think Eevee is a better starter pokemon, Pikachu looks better in the outfits.  Specifically, Eevee's mane often covers up a lot of each torso piece.
  • (Nit-pick) Some of battle animations are still pretty wonky, even decades after the release of the first Pokemon game.  Dig, in particular, comes to mind; the pokemon using it basically just sinks into the ground, rather than performing any sort of digging motion.
  • (Nit-pick) When using "cut" on a tree / shrub, it regenerates after leaving square of the map you are occupying or if you enter and exit a building.  It is a small time loss, and the animation Eevee does when performing the move is cute, but it is still annoying to me.
Conclusion:
Though I could (and did!) level of number of nit-picks at this title, the core gameplay loop is satisfying, and the pokeman are as cute as ever.  Though "hardcore" fans may turn their noses up at the simplified gameplay (and particularly at the simplified capture mechanics), there is nothing inherently wrong with it.  Ultimately, I think this is a perfectly serviceable entry point for Switch owners looking to try Pokemon.  Those with other Nintendo handhelds or previous versions of the game would probably be better served by playing said versions or waiting for Pokemon Sword / Shield in late 2019, however.  Also, I think most people, save collectors and Pokemon GO die-hards, can skip the PokeBall Plus.

Final Score:
7.5/10

Thursday, March 21, 2019

Initial Impressions: Let's Go: Eevee w/ PokeBall Plus (Switch, 2018)

Let's Go: Eevee was released in late 2018 to warm critical reception.  A remake of the original Pokemon titles (Red, Blue, and Yellow, respectively), the game features all of the pokeman players have come to know and love, with improved graphics, streamlined mechanics, and "partner" pokemon (the eponymous Pikachu and Eevee) that bring a big dose of cute to the proceedings.

I recently put about 8 hours into the game, so I figure I have enough experience with it to offer some initial impressions.  I plan to post a complete review after completing the game (or at least besting the Elite 4), and having more hands-on time with the PokeBall Plus controller.

Basic Info:

  • Name: Let's Go Eevee
  • Release Date: 
  • Price: $100 ($50 for game and PokeBall Plus, respectively)
  • Publisher: The Pokemon Company / Nintendo
  • ESRB Rating: E / Everyone

Seems Cool:

  • As far as games go, I have to give this one props for holding my attention.  Even decades after the original game's release, I still find it easy to play this game for hours at a time.
  • I'm not sure when this was implemented in the lifespan of the Pokemon franchise, but having a "partner" pokemon that follows behind you is just plain cute.  I also like that you can have your Pikachu or Eevee out in the world even if they aren't in your party.  This is sure to please more competitive players who don't necessarily want either pokeman in their party.
  • (Hot-take) Eevee is a better starter than Pikachu, because Eevee can learn more moves, has a much larger pool of pokemon it can evolve into, and the pokemon is cuter, too.  Pikachu, while cute, is incredibly over-exposed.
  • I like that pokemon can be seen in the over-world map in this version of the game (not unlike Let's Go's sister game, Pokemon GO); it means that tiresome battles can be skipped if desired, and it's never a surprise what you're going to be capturing.  I suppose long-time fans of the series may dislike this, but as someone who has played on and off since Gen 1, I consider it a plus. 
  • I have mixed feelings about the new capture system.  On one hand, I LIKE that I don't have to fiddle with getting a pokemon down to low HP to catch them, and that I don't have to spend my party's "move energy," to do so.  On the other hand, the new capture mechanic (of just tossing Pokeballs at wild pokemon) is fiddly in its own way, and allows for a lot less strategy.  

Seems Meh:

  • I'm not sure that the PokeBall Plus warrants its price tag ($50).  Specifically, though you can use it as a controller in the game, it has a few issues.
    • The size and shape of the controller means that the stick always feels a little wobbly. 
    • The capture mechanic just isn't as consistent as it is in handheld mode; I can't say how it compares to the Joy-Con experience, since I haven't spent much time capturing in that mode. 
    • As of this moment, my take is that the device is fairly priced (it has plenty of features and feels good in the hand), BUT that its ability to interact with the game may not be worth the cost except for the most dedicated fans (and Pokemon collectors).
  • I was gobsmacked to learn that you can't play this game with the Pro Controller (only a single Joy-Con, the PokeBall Plus, or in handheld mode), or at the very least, it is not listed as a controller option in the game's UI.  
  • (Nit-pick) There are occasional frame-rate dips; I noticed this very early on in my experience with the game (e.,g. the Viridian Forest).
  • (Nit-pick) I am annoyed with how little avatar customization there has been, even a full 8 hours into the game.  I have only unlocked one outfit for my eevee, Everett, and all of the new outfits I've unlocked for my player avatar have been reskins of the first outfit.  I find this especially galling because even Pokemon GO, this game's free-to-play counterpart has more outfit options (even if many of them are hidden behind a paywall). 
  • (Nit-pick) Some of battle animations are still pretty wonky, even decades after the release of the first Pokemon game.  Dig, in particular, comes to mind; the pokemon using it basically just sinks into the ground, rather than doing any sort of digging motion.
  • (Nit-pick) When using "cut" on a tree / shrub, it regenerates after leaving square of the map you are occupying / if you enter and exit a building.  It is a small time loss, and the animation Eevee does when performing the move is cute, but it is still annoying to me.

Wednesday, March 13, 2019

HHKB Professional 2 (45g Topre): Stock

The Happy Hacking Keyboard, or HHKB, is a legend in the keyboard community.  Introduced in 1996 and developed by PFU Limited of Japan and Eiiti Wata, the HHKB has inspired legions of fans and clones alike.  Though the keyboard has an eye-watering price point for a readily-available keyboard, many enthusiasts defend the cost due to the Topre switches, unique layout, and legacy.

Personally, I felt some trepidation buying this board on Amazon because this is the second time I've purchased an HHKB.  I returned the first one because I couldn't get used to the layout (and because the black-on-black design made the keys all but impossible to read except in the most optimal lighting conditions).  Now that I've had more time with my Realforce 87U (55g Topre) and really grown to appreciate Topre switches, I figured this board deserved another chance.

This review comes after three weeks of home use, and was typed on the aforementioned HHKB.

Basic Info:
  • Price: $240 via Amazon Prime
  • Color: Beige
  • Set-Up Time: 2 minutes 
    • Though the board worked out of the box, I had to take a minute to change two of the dip switches to alter the board's layout.
  • Switch: 45g Topre (Rubber Dome)
Pros:
  • I still really like the aesthetic of this board.  Its iconic look has been imitated by countless other boards for a reason.  I especially like this board in beige, since it adds a lovely retro feel to the proceedings and has the added benefit of making the font much, much easier to read than the "blackout," model.  
  • Topre is (generally) a pleasure to type on, even if I prefer 55g domes to 45g.  I have ordered a set of BKE Lights (for $70), but they have not arrived yet.  More to the point, I don't think their performance should be factored into a "stock" review.
    • As an aside, I'm not bothered by the cost of the replacement domes, given that a set of high-end MX switches could easily cost just as much (e.g. zealios at $1 / switch).
  • Given the long-term popularity of the HHKB, there's lots of accessories available for it.  This includes everything from dust covers to rubber pads for the bottom of the board.  
    • I did not end up buying any accessories for this board, but I will say that my wrist rest did make the experience more comfortable.  I almost bought a travel case for the board, too, but I decided against it since I don't love this board to the exclusion of all others, and traveling with a keyboard is a bother.
  • Some parts of the board's layout are so good I am replicating them on other keyboards (e.g. switching the rarely-used Caps Lock key for Control).  Others were appreciated but not essential (e.g. the "delete" key being a row lower than most other boards).  
    • I complained about the delete key in my initial impressions write-up, but I acclimated to the change quickly.
Cons:
  • The board's layout cannot be remapped out of the box.  Remapping is only made possible by purchasing and installing a Hasu Controller.  This is a hard sell for two reasons: 1) the controller is an added $85 cost on top of a $240+ keyboard, and 2) while installing the controller is supposed to be relatively easy, doing so also voids your warranty.  The fact that minor changes can be made to the board's layout via dip switches is a small consolation at best.
  • Even the second time around, the board feels cheap in my hand.  The all-plastic construction both contributes to this and makes the price that much more difficult to swallow.  I was also not impressed by the lack of rubber on the bottoms of the flip-out feet (a feature that I think is reasonable to expect on a keyboard that costs as much as this one does).
  • Though I like the included keycaps, it's annoying that I can't easily access the wide and wondrous world of aftermarket (MX-style) keycaps without also modifying the board (by installing aftermarket MX compatible sliders).  
  • Not all of the layout changes that come as part and parcel of the HHKB are welcome.  I don't particularly like the diamond-shaped arrow cluster (on the [, ;, ', and / keys respectively).  I would have preferred dedicated arrow keys (or at the very least, arrow keys on the WASD function layer).
  • This is more of an observation than a con, but I never used the USB pass-through ports on the back of the keyboard.
Conclusion:
I will not be keeping this keyboard in my permanent collection.  A number of factors brought me to this decision: 1) the price, 2) the use of lackluster materials (the cheap-feeling chassis), and 3) the lack of programmability (without the use of expensive and warranty-voiding aftermarket parts).  I did not end up purchasing the RAMA M60-A, either, and I do not intend to purchase a KBDFans Tofu (because the group-buy ended before I could commit and because I do not like the sharp edges of the Tofu, respectively).  What's my plan, then?  Simple: buy a Leopold FC660C.

With all of that being said, this board has more than earned its place in the keyboarding community.  I doubt anything I say could would sway the HHKB's hardcore fans.  My take-away, then, is this: it's expensive, the layout isn't for everyone, and you can find more feature-rich options at a lower price (and even options in the same form factor, assuming you aren't married to Topre switches).  It isn't a total loss, though; the HHKB isn't popular without reason, and those who embrace its quirks will be rewarded with a keyboarding legend they can enjoy for years (or even decades).

Final Score:
7/10

Tuesday, March 5, 2019

"One-Punch Man Vol. 15," by ONE

One-Punch Man, Vol. 15, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring." 

This particular volume of One-Punch Man further fleshes out King and Saitama's relationship, while also focusing on Speed O' Sound Sonic, S-Class hero Zombie-Man, and the Monster Association's next move.

Pros:

  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters.
  • King may not have powers, but he is still an excellent foil to Saitama; he has a lot of great advice to give.

Cons:

  • A few on-going cons: Puri-Puri Prisoner (the whole character), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • (Nit-pick) It's kind of annoying how Saitama and Garou keep running into each other, but never actually fight.  I get that it would be anti-climatic (see: Saitama's "fight" with Goketsu in volume 14), but it almost feels like ONE has to contrive ways to keep Saitama AWAY from certain battles to keep the story rolling (and to allow the other heroes to struggle).
  • (Nit-pick) Women seem to have more or less disappeared from the story once again (with the exception of a few minor characters and fan-service of Blizzard and Tornado).

Conclusion:
It'll be interesting to see how One-Punch Man continues to develop as a series, as well as how it will differ from ONE's original webcomic (and the upcoming second season of the anime).  If the story continues to hit such fantastic highs, I'm sure it'll be an excellent ride.

"One-Punch Man Vol. 14," by ONE

One-Punch Man, Vol. 14, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

In this particular volume of One-Punch Man, the monster invasion comes to the Super Fight tournament; martial arts master Goketsu seeks to recruit strong martial artists to the monster-side by transforming them with monster cells.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters (including Snek, who gets a bit of a redemption in this volume).
  • Goketsu's sadistic nature matched with his martial arts skill makes him a very interesting villain to watch
  • Mumen Rider is still a complete champ.  What a BAMF!
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • I knew it was coming, but I felt the resolution of Goketsu's story was anti-climatic. 
  • (Nit-Pick) Suiryu's faces towards the tail end of this volume were expressive to the point of being melodramatic
  • (Nit-pick) Women seem to have more or less disappeared from the story once again.
Conclusion:
The tournament arc may be concluded, but now bigger and badder foes threaten our heroes.  The plot has only thickened since the story's inception, and I'm excited to see where it goes.

Final Score:
8/10

Saturday, March 2, 2019

"One-Punch Man Vol. 13," by ONE

One-Punch Man, Vol. 13, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

This particular volume of One-Punch Man features the conclusion of the "Super Fight Tournament," as well as more of the monster invasion.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters.
  • I got a bunch of laughs out of this one, whether it was the Super Fight contestants, Saitama being Saitama, or the bonus images between chapters (Tank Top Mumen Rider, anyone?).
  • Seriously, Mumen Rider is still a complete champ.  What a BAMF!
  • It is fascinating to see the parallels between the Hero Association and the Monster Association, and how there's corruption and jockey-ing for rank in both, as well as the conversation between Suiryu (the man who wants absolute power to make his life easier), and Saitama (the man who has absolute power and is rather bored of it).
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • (Nit-pick) Women seem to have more or less disappeared from the story once again, with the exception of S-Class hero Tornado and A-Class hero Okama Itachi (both of which have bit parts in this volume).  
Conclusion:
I am happy to report that this volume was still a pleasure to read, even after all the material from the anime has been covered.  It was also continues to be character-focused, which has only increased my appreciation of the manga.  I'm still invested in the characters and excited to see where the story goes next, especially with the conclusion of the "Super Fight" arc.

"One-Punch Man Vol. 12," by ONE

One-Punch Man, Vol. 12, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

This particular volume of One-Punch Man features more of the "Super Fight Tournament," as well as more of the monster invasion.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters.
  • I got a bunch of laughs out of this one, whether it was Metal Bat being a badass, Saitama being Saitama, or Genos being precious (e.g. when he is the only one cheering for Saitama in the tournament).
  • The parallels between the tournament and Genos' fights to contain the monster invasion were well done.
  • I am happy to report that this volume addressed one of my criticisms of the previous volume: notice of the invasion made its way to the tournament, and the various characters are reacting accordingly. 
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • "Monster Princess Super S" is getting some serious side-eye from me, since she is basically a dominatrix character who uses her "wiles" to control heroes.  My side-eye is only increased by the ever-so-small number of women in the cast.  Then again, Maiko Plasma and Ganriki also appear among the invasion, and they are both women (even if Ganriki's outfit is ... "fan-service oriented").
Conclusion:
I am happy to report that this volume was still a pleasure to read, even after all the material from the anime has been covered.  It was also continues to be character-focused, which has only increased my appreciation of the manga.  I'm still invested in the characters and excited to see where the story goes next.

Final Score:
8.5 / 10

Friday, March 1, 2019

"One-Punch Man Vol. 11," by ONE

One-Punch Man, Vol. 11, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

This particular volume of One-Punch Man features more Garo, S-Class hero Metal Bat, the tournament sub-plot continues, and monsters have started their own invasion.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters (Metal Bat definitely included). 
  • I got a bunch of laughs out of this one, whether it was Metal Bat being a badass, Saitama being Saitama, or Genos being precious (e.g. when he is the only one cheering for Saitama in the tournament).
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • "Monster Princess Super S" is getting some serious side-eye from me, since she is basically a dominatrix character who uses her "wiles" to control heroes.  My side-eye is only increased by the ever-so-small number of women in the cast.  Then again, Maiko Plasma and Ganriki also appear among the invasion, and they are both women (even if Ganriki's outfit is ... "fan-service oriented").
  • (nit-pick) The "Super Fight" tournament is taking place at the same time as the monster invasion.  Since multiple heroes are present, wouldn't some of them be called to counteract the ongoing monster invasion?
Conclusion:
I am happy to report that this volume was still a pleasure to read, even after all the material from the anime has been covered.  It was also much more character-focused than the last few volumes, which has only increased my appreciation of the manga.  I'm still invested in the characters and excited to see where the story goes next.  There hasn't really been a subversion of the tournament arc yet, but then again, that particular sub-plot got a lot less "screen time," than I expected.  In short, OPM continues to impress.

"One-Punch Man Vol. 10," by ONE

One-Punch Man, Vol. 10, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

This particular volume of One-Punch Man features more Garo, S-Class hero Metal Bat, Saitama enters a martial arts tournament, and S-Class hero Child Emperor develops a mask that allows him to estimate a hero's power level.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters (Metal Bat definitely included).
  • Even though the fight scenes in this volume were smaller in scale than those in previous chapters (notably chapter 7), they were just as enjoyable.  
  • I got a bunch of laughs (both comedic and from excitement) out of this one, whether it was Metal Bat being a bad-ass, or Saitama misreading a situation.  
  • Tornado (Blizzard's older sister) is another welcome addition to the cast.  I wish she received more "screen time," in this volume, but I can only assume that she will continue to make appearances throughout the series.
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • (nit-pick) There are so many interesting characters that show up in the story that it is a shame that they don't appear more often.  Then again, the manga is called, "One-Punch Man," not, "interesting side character manga."
Conclusion:
I am happy to report that this volume was still a pleasure to read, even after all the material from the anime has been covered.  It was also much more character-focused than the last few volumes.  I'm still invested in the characters and excited to see where the story goes next.  Plus, ONE has an opportunity to subvert yet another shonen trope: the tournament arc!

Final Score:
10/10

"One-Punch Man Vol. 9," by ONE

One-Punch Man Vol. 9, written by ONE and illustrated by Yusuke Murata, stars Saitama, the titular, "One-Punch Man."  After years of training, Saitama has become so powerful he can defeat virtually every enemy with a single strike.  There's just one problem: according to Saitama himself, "overwhelming strength ... is boring."

This particular volume of One-Punch Man introduces "Garo the Human Monster," the Blizzard Gang, and another encounter with Speed O' Sound Sonic.  Garo kind of like an anti-Saitama; he rooted for villains as a kid and wants to stomp out heroes.  The Blizzard Gang serves as an interesting squash fight for Saitama (ie he crushes them), and Sonic was fun as always.

Pros:
  • A few ongoing pros: the draftsmanship, Saitama (who's characterization has been more consistent over the last few volumes, i.e. with him showing less interest in public opinion), and all of the interesting characters (King included).
  • Even though the fight scenes in this volume were smaller in scale than those in previous chapters (notably chapter 7), they were just as enjoyable.  
  • ONE's off-the-wall character work continues to shine through with the Tank Top crew, including everyone from S-Rank hero "Tank Top Master," to more unusual variants, like "Tank Top Mask," and "Tank Top Al Dente."
  • Blizzard, the leader of the Blizzard Crew, is a welcome addition to the cast.  While she is far from the most powerful character in the universe of "One-Punch Man," I'm glad she's there nonetheless.
Cons:
  • A few on-going cons: Puri-Puri Prisoner (the whole character, though he did not appear in this volume), the mismatch between the right-to-left orientation of the visuals and the left-to-right orientation of the "sound effects," and details being lost in the binding process.
  • (nit-pick) There are so many interesting characters that show up in the story that it is a shame that they don't appear more often.  Then again, the manga is called, "One-Punch Man," not, "interesting side character manga."
Conclusion:
I am happy to report that this volume was still a pleasure to read, even after all the material from the anime has been covered.  It was also much more character-focused than the last few volumes (which, due to the Dark Matter invasion, were much more battle focused).  I'm still invested in the characters and excited to see where the story goes next.  I also have to give bonus points for the introduction of Blizzard.

Final Score:
9/10

Over the Garden Wall #2, by Pat McHale and Jim Campbell

3.5 / 5 From the Publisher The Tale of Fred the Horse! This issue takes place between episodes 4-5 of the Cartoon Network miniseries and tel...