Anime
Brigandine Abyss Game Review – Game Review
It was way back in 2020 that I reviewed the second game in the storied Brigandine franchise, The Legend of Runersia. At the time, I found the game’s mix of grand strategy scope and tactical RPG battles pretty interesting, but the game was held back by its archaic design sensibilities and the limited presentation of its maps and story sequences. It ended up being the kind of niche throwback title that I respected much more than I actually enjoyed playing. To my surprise, Happinet has delivered a brand new entry in the franchise almost six years later. With the promise of quality-of-life improvements, a brand new setting, and more focus on the narratives of each warring faction, Brigandine Abyss has the makings of a sequel that improves on its predecessor’s biggest flaws. In practice, though, the results aren’t so straightforward.

© Happinet

© Happinet
We’ll start with the story and presentation of the game, since that is where we can see the most obvious changes from The Legend of Runersia. While it is clear that the team at Happinet has worked hard to create a product that stands apart from its predecessor, I can’t say I am completely won over by the new direction. First and foremost is the artwork used in all of the cutscenes and inter-battle dialogue sequences, which is a categorical step backwards. One of the best elements of The Legend of Runersia was the lush, painterly art of designer Raita Kazama, which gave the entire setting of that game such a cohesive and appealing presentation, even when the story itself was nothing special. Brigandine Abyss has taken the inverse approach of putting more emphasis on story than ever, only to use much flatter and more generic visuals to depict all of these new cutscenes and interactions. New designers Niji Hayashi and Junko Kawano have done exceptional work across the Fire Emblem and Suikoden titles, respectively, but Brigandine Abyss doesn’t live up to those series’ standards.
It doesn’t help that the cutscenes use motion-comic stylings to animate otherwise lifeless character artwork in a manner that can look awfully cheap. I know that no fan of Brigandine is approaching these monstrously dense campaigns of grand strategy because they’re looking for the deepest narratives in the world, but I was honestly excited to see if Brigandine Abyss could bolster its gameplay with more interesting writing and visuals. Alas, while the stories of factions like Pandemyuon and Gran Dragnica are adequate enough to give each campaign its own flavor, I doubt they’ll be sticking with any players for long after any given campaign comes to a close. Normally, I would try to dedicate some space around this part of the review to discuss the music, but I don’t even have more than a sentence’s worth of feelings to communicate about the score. It’s even more forgettable than the new art style.

© Happinet

© Happinet
On the battlefield, however, things are a little different. For one, this is an area where the game’s new visual ambitions actually pay off for the most part. While the assets used to create the maps still look pretty darned generic, the battlegrounds upon which you wage your wars are more varied and, well, strategic than the tiles of Legend of Runersia. Elevation, choke-points, terrain differences, and all of those other variables feel like they matter more here, and they’re easier to parse thanks to the added texture and depth of these levels.
I wish I could say that the battles between your heroes, knights, and monster minions looked great in comparison to the earlier games, too, but I can’t quite be that enthusiastic. I booted up my copy of Runersia for the PS4 to do some side-by-side comparisons, and I can say that the animations and models are a little more polished and animated, but this is still an exceptionally modest experience when it comes to the clash of steel and claw. It’s a shame, too, because I think the one-on-one unit duels are where TRPGs can often shine the brightest by injecting much-needed personality and drama into the proceedings. In Brigandine Abyss, you never really get the sense that you’re doing anything more than moving fancy miniature pieces around a highly detailed gameboard.

© Happinet

© Happinet
That said, for the folks here precisely because they want to crunch a whole lot of numbers while moving their little miniatures across a fancy gameboard, I think Brigandine Abyss still has plenty to offer. The overall shape of any given campaign is much the same as Runersia: From the world map’s Organization and Invasion phases, you spend each “Season” managing troops and summon new creatures to battle with using the Fate Binding system, and then you carefully select which units to level up, send out on resource gathering quests, stock up defenses in neighboring bases, and so forth. Then, as the CPU opponents do likewise and plan their own invasions, you play out the attacks across several lengthy rounds of turn-based RPG hacking and slashing. There are skills to master, special units to discover, and piles of equipment to manage by navigating an endless series of menus. Rinse and repeat until you reach the end of the story campaign. You get the idea, I’m sure.
Coming from the perspective of someone who has not spent hundreds upon hundreds of hours navigating the intricacies of past Brigandine games, I’d say that the actual play of Brigandine Abyss is on par with what I got out of The Legend of Runersia, both for better and for worse. The satisfaction that comes from successfully building up an army and sweeping up the goodies from your enemies’ fortresses remains as addictive as ever, but the battles themselves—which make up the vast majority of your play time, mind you—are merely…fine. The maps still feel too big, and the units still lack personality, and this all compounds on top of the slow pace of the fights to make combat feel too often like a chore you have to grind through. Because we’re dealing with dozens of units on either side of the battle each time, it feels like every conflict devolves into a big pile-up of units all smashing into each other one tedious turn at a time. You can always turn on Turbo Speed and Auto Battle Mode if you’re not feeling up to several lengthy dogpiles of anonymous monsters in a row, but at that point, Brigandine Abyss might as well add an auto-resolve feature to let you skip the fights completely.
One new addition to the overall campaign flow that I appreciated is “Mission Mode”, which lets you choose from the whole catalog of twenty-four factions instead of just the six main nations that get the star treatment in story mode. Each of these nations has an interesting and often diabolical win condition, such as “Complete a successful campaign only using [X] units” or “Ensure that you can pay off the nation’s debts after every Season.” This is a much more creative and unique spin on the post-game sandbox campaigns of Runsersia, and I imagine it will add a lot of replay value for fans.

© Happinet

© Happinet
In the end, Brigandine Abyss doesn’t feel so much like a dramatic leap forward as it does a somewhat awkward shuffle to the side. For every gameplay improvement that it makes over the last Brigandine title, Abyss struggles to do much of anything interesting with its approach to presentation and narrative. It’s a perfectly fine strategy RPG for franchise fiends and genre buffs, and I can imagine maybe returning to the war-torn maps of Meltitea someday when I clear out the many other games vying for attention in my backlog. If you don’t already have a fondness for the Brigandine franchise, though, I don’t recommend taking a chance on Brigandine Abyss until you can score a better deal than the sticker price.
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Anime
Newspapers: Japanese Government to Abolish Cool Japan Fund – News
Fund to promote Japanese culture abroad amassed 54 billion yen in losses since 2013
Asahi Shimbun, Mainichi Shimbun, and other newspapers reported on Thursday that Japan’s Ministry of Economy, Trade and Industry (METI) has decided to effectively abolish the Cool Japan Fund, the public-private company that the government uses to fund projects as part of its “Cool Japan” initiative. According to these newspapers, METI is submitting a budget request for the 2027 fiscal year without money earmarked for the fund.
The government and various companies supported the “Cool Japan” initiative to promote modern Japanese culture such as anime and manga abroad. According to the initiative’s premise, Japan’s strength in business and international affairs lies in anime, manga, films, fashion, and other fields of Japanese arts and entertainment content.
The Cool Japan Fund was a major pillar of the second administration of the late Prime Minister Shinzō Abe. However, the fund accumulated 54 billion yen (about US$340 million) in losses since its 2013 launch. The financial news source Nikkei reported in 2017 that most of the fund’s investments that year underperformed. A subcommittee meeting of Japan’s Ministry of Finance discussed restructuring or abolishing the fund in 2022, particularly if it was not profitable by the 2025 fiscal year.
METI had convened an expert panel in late July to streamline the fund, but without a budget in the next fiscal year, the fund would not be able to make any new investments.
The Cool Japan initiative launched an emergency fund to help keep businesses afloat during the COVID-19 pandemic in 2020.
The fund invested US$30 million into Sentai Holdings, LLC (the parent company of Sentai Filmworks, HIDIVE, and Anime Network) in 2019, and offered another US$3.6 million to Sentai Holdings in 2020.
The fund invested in 2014 in Anime Consortium Japan, a joint venture that eventually managed the Daisuki streaming service before it shut down in 2017.
The fund planned in 2015 to invest up to 450 million yen (about US$3.7 million) in Kadokawa‘s projects to develop content creators for anime and manga outside Japan, with a particular focus in allowing Kadokawa Contents Academy Co. to expand its schools in other markets. Kadokawa Contents Academy Co. aimed to produce at least 2,000 graduates among its collective schools by 2020.
Sources: Asahi Shimbun, Mainichi Shimbun
Disclosure: Kadokawa World Entertainment (KWE), a wholly owned subsidiary of Kadokawa Corporation, is the majority owner of Anime News Network, LLC. One or more of the companies mentioned in this article are part of the Kadokawa Group of Companies.
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Anime
I Parry Everything Author Nabeshiki’s Heion ni Ikitai Web Novel Gets Manga Adaptation – News
Artist Urozane launched manga on August 14 about protagonist whose status points all drop to 1
Urozane launched a manga adaptation of Nabeshiki‘s Heion ni Ikitai [Status All 1] wa Kyō mo Kyō tote Sekai wo Sukū (I Want to Live Peacefully: [Status All 1] Saves The World Day After Day) web novel on Kodansha‘s Comic Days platform on August 14.
![Manga announcement image for Heion ni Ikitai [Status All 1] wa Kyō mo Kyō tote Sekai wo Sukuu](/thumbnails/max600x600/cms/news.9/240696/hpo8g4bayaama3f.jpg)
© Nabeshiki, Urozane, Kodansha
The story follows the protagonist whose status points inexplicably drop to 1. While rushed for emergency treatment, he gains access to the mysterious Training Room. Fast-paced battles and adventures follow as he explores the Shinjuku Dungeon.
Nabeshiki serialized the web novel on the Shōsetsuka ni Narō platform from January to March 2022.
The staff for the television anime of Nabeshiki and Kawaguchi‘s I Parry Everything: What Do You Mean I’m the Strongest? I’m Not Even an Adventurer Yet! (Ore wa Subete o “Parry” Suru: Gyaku Kanchigai no Sekai Saikyō wa Bōken-sha ni Naritai) light novel series revealed in July 2025 anime will get a second season.
The first season debuted in July 2024 on the Tokyo MX and BS11 channels. HIDIVE streamed the series as it aired and also streamed an English dub.
Nabeshiki began serializing the I Parry Everything story on the Shōsetsuka ni Narō website in October 2019, where it is still ongoing. Earth Star Entertainment began releasing the series in print in September 2020 with illustrations by Kawaguchi. J-Novel Club is releasing both the light novels and their manga adaptation in English.
KRSG launched the manga adaptation of the novels on Earth Star Entertainment‘s Comic Earth Star website in September 2020.
Source: Comic Days
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Anime
Pop Pap Polters Stop-Motion Shorts’ Trailer Unveils Cast, More Staff, October 4 Debut – News
The official website for the Pop Pap Polters, a series of miniature stop-motion anime shorts by director Mozu and MOZU STUDIOS, presented the project’s full trailer and key visual on Thursday. The trailer announces the anime’s cast, additional staff members, and October 4 premiere.

©MOZU STUDIOS・シンエイ/ポップパップポルターズ
The anime combines miniatures and stop-motion animation to depict the bustling daily life of three ghost siblings living in a room of a (human) homeowner.
Atsumi Tanezaki voices the three ghost siblings Pop (youngest), Pap, and Polter (oldest), while Junya Enoki voices the homeowner. (The live-action “actor” of the homeowner is director Mozu.)
In addition to directing, Mozu produced the miniatures, and is also writing the scripts with Yuuka. Yuuka is serving as art director and character designer as well. Mascot character designer Hiroshi Yoshii (Ghost Hunt ending sequence’s 3D CG ghost production, Yans! Gans! character designer) handled the ghosts’ character 3D modeling, and Yūta Negishi handled the photography. Noriyoshi Konuma is directing the sound, and Scat Gotō is composing the music.
As previously announced, MOZU STUDIOS is credited for the original work and animation production. Shin-Ei Animation is credited for planning and production.
The anime will premiere within TV Asahi‘s “PicoAniTime” programming block on October 4 at 10:00 a.m. (October 3 at 9:00 p.m. EDT).
Sources: Pop Pap Polters anime’s website, Comic Natalie
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