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Episode 6 – Mushoku Tensei: Jobless Reincarnation III

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In my first review for this season, I made a point of stating that Mushoku Tensei isn’t the story of Rudeus becoming a hero—or even a better person. Rather, it’s the story of Rudeus finding personal happiness. However, this does not mean that Rudeus never does heroic things or never grows as a person. In fact, as we see in this episode, part of his path to happiness is becoming better than he was.

Rudeus has long been attempting to escape the mindset of his first life—the experiences and personal choices that turned him into the socially isolated degenerate he was. But such a massive change is not as simple as flipping a switch. In fact, it’s taken him an entire second lifetime to get to where he is now—and he still has a literal shrine with a pair of his wife’s panties from a decade ago and his other wife’s blood from losing her virginity.

And speaking of the shrine, it’s important to note that Rudeus knows it’s wrong to have it—or Aisha wouldn’t have been able to blackmail him with it last episode. He knows even his wives would see it as perverted or even downright disgusting. It could end his marriages. Yet, even after Aisha discovers it, he doesn’t do away with it. He can’t give it up. In a very real way, this episode is about Rudeus realizing why this is—what the shrine truly represents that he couldn’t put into words before.

In this episode, Rudeus comes to understand that there is one thing required for him to fall in love with someone truly: they have to have “saved him” after an emotional tragedy. For Roxy, it was giving him the confidence to leave his shut-in life behind him—to experience the world in a way he failed to do in his first life—not to mention being there for him after Paul’s death. For Sylphie, it was curing him of his impotence—giving part of herself to give him the security he would need to open up his heart and be vulnerable again.

Rudeus is able to realize this about himself after being forced to revisit his rebound relationship with Sara (and its disastrous ending) now that a few years have passed. He can admit in hindsight that, while he was attracted to Sara, he never really loved her. He was just looking for some way to move on from Eris. While it was never anything intentional, he can now see it as a scummy deed and truly wants to apologize for it.

Even Sara herself can see Rudeus’ growth as a person for what it is. He can look back, reflect on his actions and emotions, and understand why things unfolded as they did. And because of this, he can now make new, better choices that would have otherwise been impossible.

And here at the end of this episode, he makes his first one. While it’s his instinct to promise that he will never fall for a woman besides Sylphie and Roxy (a promise he already broke to Sylphie once), he realizes that there is still a woman out there who holds the same place in his heart as his two wives: Eris. Rather than lie to himself and both of them, he admits it. And through telling the truth, he gains acceptance—because now knowing the qualities needed for him to love someone, the two can see that any other woman would have had to save him emotionally when they were not able to. That doesn’t mean they are giving him carte blanche to sleep with anyone he wants, but they are willing to meet any woman who has won his heart and potentially allow the relationship.

And as for Eris, well, she’s taken some solid steps toward her goal, having mastered the balance she found back in episode 2. I have a feeling it won’t be too long now until she re-enters the story proper.

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Mushoku Tensei: Jobless Reincarnation III is currently streaming on
Crunchyroll.


The views and opinions expressed in this article are solely those of the author(s) and do not necessarily represent the views of Anime News Network, its employees, owners, or sponsors.

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Crunchyroll’s Anime Nights to Screen Webtoon-Based Korean-Animated Film Your Letter on August 17 – News

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Film will also screen in Japan with Japanese dub on September 25



Crunchyroll confirmed on Monday that the WEBTOON-based Korean-animated film Your Letter will join its Crunchyroll Anime Nights theatrical screening program. The film will screen in Korean with English subtitles in the U.S. and Canada for one night on August 17. Tickets went on sale on Monday.

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Image via Lotte Entertainment’s X/Twitter account

The film will also screen in Japan with a Japanese dub under the title En no Tegami on September 25. Talent Nako Yabuki and voice actor Kenshō Ono star in the Japanese-language version, and CoMix Wave Films, the distributor, released the film’s main Japanese trailer ahead of its theatrical debut.


The film opened in Korea on October 1. Yong-Hwan Kim directed the film. The film won three prizes — including the Jury Award for Feature Film, Best Music, and Best Technical Achievement — at the Bucheon International Animation Festival.

The story of the webtoon reads:

Sori is a special young girl – kind, caring and principled well beyond her years. Unfortunately, these are NOT the personality traits generally celebrated in middle school – especially Sori’s, where she’s bullied mercilessly for defending the defenseless until she herself becomes a target. To escape, she transfers to a new school where the same old problems begin to play out all over again – that is until a mysterious trail of letters leads Sori on a magical scavenger hunt through the hidden world that exists right below the surface of her new middle school. The mail trail is the work an anonymous guardian angel, whose mission seems to be to provide a soft landing for Sori at her new school. But who is this person? And why did he choose her? With each letter, secrets are revealed and bonds are formed – as Sori learns about friendship, flora, fauna and finding the good in people in this strange new environment.

The English version of the Your Letter webtoon is available on WEBTOON. Hyeon A Cho drew the series, which ended in 2019. Your Letter earned a near-perfect 9.98 rating during its webtoon run.

Ize Press released the series in a single-volume print edition in July 2024. The series is nominated for a Harvey Award this year.

Source: Crunchyroll (Kyle Cardine)


Disclosure: Kadokawa World Entertainment (KWE), a wholly owned subsidiary of Kadokawa Corporation, is the majority owner of Anime News Network, LLC. Yen Press, BookWalker Global, and J-Novel Club are subsidiaries of KWE.


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Episode 5 – You and I Are Polar Opposites Season 2

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I suppose we were due for a Valentine’s Day episode at some point, and since it would have been easy for the show to spend it flipping between all three couples, it was a surprise that so much of it gets spent on Yamada and Nishi. Sure, the end of last week’s episode more or less asserted that Nishi is ready to start seriously considering being Yamada’s girlfriend, but with how content this show is to take its time with the side couples, I wouldn’t have put it past it to either revel in their status quo a little longer or simply pull focus towards one of the other pairings. Although I wouldn’t have been too upset with either outcome, I’ll happily take some actual progress, as it turns what could have been a much simpler episode into a nice little milestone.

While Yamada and Nishi’s time together this week finally results in a proper love confession, the process of actually getting there still requires an ever-increasing comedy of errors between them. For one thing, Yamada ends up getting a little too caught up in the idea of proper timing, and even though he knows he’s got plenty of opportunities to go for it, he ends up either trying a bit too hard to set the mood or is simply too happy being around her to bring it up. On the opposite end, while Nishi might have fully come to terms with how she feels about Yamada, that doesn’t mean she knows he feels the same, and even though she’s pretty sure he wants to confess to her, part of her still fears he only sees her as a friend. Those tensions end up lingering into their next not-date, and even though they spend most of it having a good time, Yamada also spends just as much of it overthinking how to ask Nishi out. In the end, it’s actually Nishi who ends up confessing first. While it’s funny to see her blurt it out after all that build-up on Yamada’s end, it’s not nearly as hilarious as his reaction since having his “strategy” derailed so thoroughly practically causes Yamada to short-circuit. That little reversal of expectations did make it a little frustrating seeing Yamada take long enough to respond that Nishi nearly assumes he’s not interested, but our boy does pull it together long enough to admit he likes her back. There was a brief moment where having Yamada’s attempt to ask her to be his girlfriend be interrupted by a passing truck made me think this would get dragged out for another episode, but turning that into a punchline to further emphasize how pointless this need for perfect timing was works as well. I’m happy to finally see these two be an item.

With our second couple now officially hooked up, I would have been content if that was all we got this time around, but it was still nice to get some proper Valentine’s Day gags thrown into the mix. Watching Azuma give Taira a tiny piece of gum instead of chocolate was perhaps a little depressing, but that feels like the right energy for those two, and Taira’s reaction was absolutely priceless, so even if part of me would like to see those two act a little more romantically, I can’t say their comedic chemistry isn’t perfect. This whole Valentine’s Day theme also lets us see Yamada and Nishi function as an actual couple, and considering the dissonance in their trains of thought between Yamada getting worried about her seeing him with obligatory chocolate from other girls versus her internally freaking out over nearly forgetting to hand him the one she made, it serves as a good indication that their new relationship won’t make them any less funny. It is a bit of a shame that Miyu and Tani get the short end of the stick as their screentime doesn’t amount to any jokes beyond Tani being weirded out by how bad Miyu’s cookies look, but since their relationship is otherwise as healthy as ever, they can certainly afford to take a bit of backseat this time. Now that we’ve got two couples firmly locked down, only Taira and Azuma remain, which still feels like the most daunting of the bunch considering we’re most of the way through this show without them even fully acknowledging having feelings for each other. Still, even if that last one is likely to remain a slow burn for the foreseeable future, it’s still good to see steady progress made elsewhere. With over half the season left to go, there should still be enough time for all of these pairings to work themselves out.

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You and I Are Polar Opposites Season 2 is currently streaming on
Crunchyroll.


The views and opinions expressed in this article are solely those of the author(s) and do not necessarily represent the views of Anime News Network, its employees, owners, or sponsors.

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Echoes of Aincrad: Sword Art Online Game Review – Game Review

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I have to admit that I have maybe been too hard on Sword Art Online. In the 2010s, I was still finishing up college; I had only just recently gotten back into anime, and fancied myself quite the S.A.O. hater. Back then, it was easy to dunk on the series’ obvious power-fantasy shtick and its harem-anime trappings for being shallow and juvenile. Now, in 2026, I wish I could go back in time and shake Little(r) James by the shoulders and scream, “You fool! You have no idea what kinds of isekai are waiting for you in the Dark Ages that are to come!”

The point is, I’ve honestly been thinking about diving back into the world of Sword Art Online for a while now to give it another chance, and Echoes of Aincrad seemed like the perfect opportunity to do just that. It is, after all, designed to be perfectly accessible even for folks that wouldn’t know their Kiritos from their Kagomes, with the customizable player character experiencing the inciting events of S.A.O. in real time right alongside the anime’s main characters. While you and your crew of friends do eventually cross paths with major and minor players from the anime, Echoes of Aincrad is meant to be an epic adventure all your own.

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I don’t want to oversell the narrative quality of this adventure too much. It takes a very long time to get going – it was over five hours until I finished the prologue and got to properly customize my character, and the actual plot of the quest didn’t begin to take shape until I was nearly halfway through the lengthy campaign. The game’s side-quests don’t do much to capitalize on the massive storytelling potential of this series’ whole setup, either. Instead of exploring all of the unseen and potentially fascinating corners of Aincrad that are being occupied by tens of thousands of traumatized hostages, almost all of the side-quests are your garden-variety “Go here and kill a boss or pick up some obscure item” MMO filler.

The supporting characters that join your silent protagonist in their quest to survive Aincrad are all likeable enough, especially Iori, though the game’s stiff character animations and mostly flat cutscenes don’t do them many favors. It’s a shame that we’re once again stuck with a silent self-insert protagonist whose only modes of communication are the occasional nod or shrug. When it comes to games that take place within a made-up MMO, like the titles in the .hack franchise, I think the stories almost always benefit from making the party of gamers feel like real companions. This is hard to do when you have a protagonist who is physically incapable of contributing to any aspect of the story that doesn’t involve fighting. So, while the story of Echoes of Aincrad never irritated or angered me, it largely failed to provide much more than mildly engaging context for the quests I was constantly running. It’s a perfectly serviceable remix of the original Sword Art Online events that takes too long to establish a meaningful reason for why this particular hero’s adventure is worth following over The Other Guy’s.

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What I have to give Echoes of Aincrad credit for, though, is that it really does nail the “epic” part of the “epic adventure” assignment, at least when it comes to the presentation of Aincrad itself. I’ve checked out some of the older Sword Art Online games before, and while they were doing their best on older hardware and limited budgets, Echoes of Aincrad is the first time I’ve been truly impressed by Aincrad as a world. The game-within-a-game has been brought to life with gorgeously detailed and huge maps in Unreal Engine 5. While I have seen reports of some unstable performance and poor optimization on the PC build of the game, it ran more-or-less flawlessly on my base PlayStation 5. The vistas of Aincrad’s various zones were nothing if not beautiful to look at as I wandered through them, and some of the dungeons impress with their creative theming and wild layouts. Given the improved lighting and more densely decorated environments that you get on Quality Mode, that is how I opted to play most of the time, but folks who want even smoother frame rates can opt for the Performance Mode option instead.

Though the world of Aincrad famously contains 100 vast “floors” of many different zones and biomes, Echoes of Aincrad contains your player and their party’s adventures to just the first two. This isn’t much of a problem, though, because players will have plenty of hills, forests, savannahs, and dungeons to explore over their dozens of hours with the game. All the while, Echoes of Aincrad manages to give its world a lush degree of detail and atmosphere that gives the entire Sword Art Online setting much more personality than I initially gave it credit for. This is by no means a production on the level of Elden Rings Lands Between or Final Fantasy XIV‘s Eorzea, but for the first time Aincrad feels like the kind of vast fantasy video-game dreamscape that it was always meant to be.

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There is a downside to the impressive hugeness of Echoes of Aincrad’s maps. I’m not so much complaining about the fact that the game isn’t a bona fide open world like most MMORPGs are; Bandai Namco has opted for a Monster Hunters-esque format of chunking out various segments of each floor across the game’s various Primary and Side Quests, which I think makes for a solidly paced campaign. No, the problem is that the size of the maps and the linear mission structures feel at odds with each other when it comes to actually exploring and traversing them. In short, there are only three things you will ever be doing on any given map: You will running around huge swathes of land to unlock checkpoints that reveal more of the map or the occasional collectible; you will take the occasional detour to hunt down treasure chests; and you will fight many, many monsters in between the beginning of the quest and the objective marker on the other side of the map.

We’ll get to the combat in a minute, but one of the aspects of Echoes of Aincrad that is most obviously in need of improvement is the fact that the game feels so big but so empty. You never run into any NPCs (either of the in-universe or literal variety) who are getting up to their own quests, there is not much in the way of puzzles or other minigames to break up the routine, and your party companions don’t have much to say beyond the usual barks of support and tactical advice. To be clear, I don’t think the maps or the non-combat gameplay loop is bad, but it is single-minded and bare-bones to a degree that will likely turn a lot of players off after more than a few hours. I myself often needed to have a podcast or audiobook at the ready to help kill time while I spent obsessively seeking out all of the game’s treasure chests and doubling back across zones to complete side quests. Personally, I found the experience to be cozy in its own right, but I acknowledge that you shouldn’t have to bring your own supplementary materials to help stay entertained when you’re already supposed to be having fun playing the video game.

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That said, I really did have a good time with the meat of Echoes of Aincrad’s content, which is its combat. What we have here is a pretty fluid and satisfying take on the very trendy “Soulslite” approach to ARPG design that has taken the industry by storm these last few years. Most of you will know the drill by now: Attacks and special moves are mapped to the shoulder buttons, and combat emphasizes encounters with oversized bosses and mobs of minions that you must parry, dodge, and smash your way through to survive. There are a variety of weapons to specialize in, from swords and daggers to greatswords and giant hammers. Each of them plays differently and scales up based on different stat level-ups, and you can also improve the weapon levels by fusing and dismantling the hundreds of item pickups that you’ll be Hoovering up as you progress through the maps for each mission. While the game could stand to use more enemy and boss types to bolster its roster of baddies, the core gameplay loop of slicing-and-dicing your way through the digital hordes to get new gear and crafting materials is very fun.

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For anyone who sees the “Soulslite” descriptor and worries that Sword Art Online is trying to make you suffer for your entertainment, worry not. The game has a variety of difficulty levels that you can scale up if you want more of a challenge and better loot, but the Normal gameplay experience is very smooth going. The game doesn’t punish death with any loss of experience or anything, either, so more casual gamers should have no problem getting a kick out of killing many thousands of enemies across the first two floors of the game.

If anything, the game is a little too forgiving in most respects, especially if you are a completionist that goes for all of the treasure chests and bonus mini-boss fights in each quest. It wasn’t long before I had more Col (aka money) than I could ever hope to spend until the very late stages of the end- and postgame. I rarely needed to actually craft anything, since I could just buy every item I could want without recourse and have gold to spare. Eventually I had to crank up the difficulty, too, because my powerful gear and overleveled stats made the Normal-level enemies such pushovers. That’s what difficulty options and gear incentives are for, I suppose.

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At the end of the day, while Echoes of Aincrad was an easy game for me to play and enjoy, it is a difficult product to recommend without including some major caveats. The improved visuals, ambitious scope, and entertaining combat were enough to keep me engaged throughout my 30+ hours of play, but I couldn’t help but be constantly distracted by all of the elements that made me think, “Man, I hope we get another one of these to iron out some of the kinks.” If the next Sword Art Online game can put some more effort into crafting a stronger narrative and fleshing out its massive world with more meaningful activities and side-content, it could stand a chance of competing with the industry big boys. For now, though, Echoes of Aincrad remains an admirable rough draft of a game that will need another round of polish and edits to stand out.

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Disclosure: Bandai Namco Filmworks Inc., a wholly owned subsidiary of Bandai Namco Holdings Inc., is a non-controlling, minority shareholder in Anime News Network Inc.

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