Winter 2026 – Week 13 in Review

Hello folks, and welcome the heck back to Wrong Every Time. The weather has finally shifted at this point, allowing me to drag my decrepit body into motion and actually get a few jogs in over the last week. To the surprise of no one, this has led to generally higher energy and better spirits, which have been further bolstered by my dramatic progress running through my outstanding reader projects. I’m currently down to just two articles I need to send to drafts, and have already hammered out a pile of notes for the first, leaving me potentially days away from being current for the first time in over a year. Granted, that list will soon be supplemented by all the incoming April bounties, but goddamnit, I’m taking my victories where I can find them. In the meantime, let’s see what treasures we uncovered in this week’s film excursions!

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Frieren: Beyond Journey’s End – Episode 17

Hello folks, and welcome back to Wrong Every Time. Today I’m feeling the call of the open road, and am eager to rejoin Frieren and her companions as they soldier on through the forbidding northern plains. Although frankly, their journey through the allegedly demon-haunted north has actually been quite pleasant so far; aside from Aura’s gang, they’ve mostly just encountered rolling hills, scattered villages, and melancholy reflections on the enduring value of any mortal life.

In our last excursion, the question of mortality was most directly considered through the character of Old Man Voll, a dwarven friend of Frieren who had committed himself to guarding a humble farming community. Voll’s spark had almost extinguished, and indeed, it was clear through conversation that senility was already robbing him of his memories. What kept Voll attached to this world was actually a pledge to the dead – a promise to his human wife, to protect the village she had loved. In spite of his longer lifespan, it was his ostensibly short-lived wife who maintained his spark of purpose, demonstrating how a life is defined far more by its vitality and impact than its length.

This subject was then teased at again through a Frieren staple, the interrogation of statues as symbols of enduring identity. Though we erect statues to honor specific heroes, that meaning is contained within the observer, not the stone itself, and fresh eyes will find their own meaning in mossy, untended marble. Eternity is a fool’s wish, yet our grasps towards it see us creating relics that nonetheless inspire those who follow – an odd form of immortality, but likely the most healthy we can hope for. Let’s see what fresh reflections await as we return to Frieren: Beyond Journey’s End!

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Thunderbolt Fantasy S3 – Episode 8

Hello folks, and welcome back to Wrong Every Time. Today we’re returning to the bombastic battles of Thunderbolt Fantasy, as Shang and his allies attempt to thwart the various schemes of Xing Hai, the Divine Swarm, the Murder Princess Chao Feng, and presumably the newly introduced Count Azibelpher. Having tracked Xing Hai back to her time-manipulating portal-ridden Void Junction, Shang and Lang swiftly found themselves flung into the demon realm itself, where they were forced into battle with resentful survivors of the last demon war.

Not a great situation, I gotta admit. Fortunately, while their enemies are vicious and great in number, they are not exactly unified in their intentions. Jun Po’s alliances to both the Divine Swarm and Murder Princess are unstable at best, while Xing Hai and her sister are clearly only aligned with the Divine Swarm out of momentary convenience, and both Lou Zhen and Azibelpher possess distinct secondary motivations. While the straightforward Shang likely can’t make much use of this fragility, this whole situation is basically catnip for Lin, who Xing Hai rightly defined as a “sadist who takes sick pleasure in the suffering of villains.” I’m thus expecting some gleeful machinations from the Enigmatic Gale as these forces collide, and am eager to find out who he gets his kicks from next. Let us return to the battlefield of fate!

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Shoushimin Series – Episode 9

Hello folks, and welcome back to Wrong Every Turn. Today we’re returning to the adventures of Jogoro and Osanai, as they recuperate from a potentially devastating moment of crisis. Moving far beyond questions of who ate which cake, their last adventure found Osanai outright kidnapped by a group of drug-dealing students, and almost stabbed by their leader. It was only through the swift intervention of Jogoro and the police that Osanai was rescued from a dangerous situation entirely beyond her control.

Though of course, it wasn’t entirely beyond her control. As Jogoro subsequently pointed out, it seems likely Osanai provoked this situation intentionally, knowing she would be kidnapped in the process. This forms a natural parallel with the sixth episode’s conflict, wherein Jogoro intentionally misled Osanai about her cakes in order to provoke a fun mystery – but the clear differences between these two scenarios emphasizes the wildly differing stakes of their “becoming ordinary” mission. For Jogoro, indulging his allegedly “anti-social nature” means slightly misleading a friend in order to instigate a battle of wills – for Osanai, it means picking fights with criminals who are known to employ violence and intimidation, purely for the thrill of the conflict.

That is not a safe, sustainable hobby, and it points to a destructive instinct that clearly must be either denied or at least guided towards a different, less dangerous form of fulfillment. As Jogoro is our perspective character and Osanai generally keeps her own council, we haven’t had that many opportunities to dig into the psychology of the wolf, but we’re clearly reaching a breaking point. Let’s see how the pair handle this latest backslide towards the extraordinary!

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Winter 2026 – Week 12 in Review

Hello folks, and welcome back to Wrong Every Time. While waiting for Slay the Spire 2 to make its way to consoles, this week we picked up fellow roguelike deckbuilder Monster Train, which has proven exceedingly diverting in its own right. Drafting choices feel a bit more obviously correct or incorrect than in Slay the Spire, but I’m quite impressed with how the game essentially simulates “modern Magic the Gathering” (creature-based, direct card advantage is limited, commanders define decks), in contrast with Slay the Spire’s emulation of old-fashioned magic (spell slinging is encouraged, broken combos are rampant, storm builds occur frequently). I’m definitely more of an old fashioned Magic enthusiast myself, but it’s fun to see another take on this extremely me-coded subgenre. Aside from that, we also ran down our requisite pile of films, so let’s see what we’ve got on tap for the Week in Review!

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Takopi’s Original Sin – Episode 1

Hello folks, and welcome back to Wrong Every Time. Today we’re checking out a fresh and fairly recent production, as we explore the first episode of last year’s Takopi’s Original Sin. Even before there was any hint of an anime adaptation, I was vaguely aware of Taizan 5’s original two-volume manga, whose reputation ranged from “a stark, unflinching portrayal of childhood’s genuine tragedies” to “basically just misery porn.” And given a variety of my own favorite stories are often uncharitably described as misery porn, I’m quite curious to see where my feelings on the material land.

As for this adaptation, I’ve heard nothing but effusive praise regarding Shinya Iino’s take on the material, as well as the brilliant animation conjured by character designer Keita Nagahara and his top-notch team. The small staff list and extensive support of young, digital-native animators seem to imply a labor of love embodying anime’s increasingly global talent pool, making me all the more excited to see what painstakingly sculpted horrors await. Let’s get to it!

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The Mighty Nein – Episode 1

Hello folks, and welcome back to Wrong Every Time. Today we’re embarking on a new adventure, as we check out the first episode of The Mighty Nein. This animated series is adapted from the second campaign of the folks at Critical Role, following the tremendous success and numerous seasons of their prior The Legend of Vox Machina. Dungeons & Dragons has only continued to expand its cultural footprint since that first campaign, and that extends to my own tabletop; I began writing up Vox Machina back during my own first campaign as a player, and have since then consumed all three seasons of Critical Role’s original broadcasts, watched most of Dimension 20’s intrepid heroes campaigns, and run a multi-year campaign of my own, guiding my players from a lonesome roadside tavern to the throne of Asmodeus, Lord of the Nine Hells.

As one would imagine, my perspective on D&D and its various permutations has changed (I can’t grant myself “matured”) significantly in that time. I’ve come to accept, as I believe most dungeon masters must, that D&D itself is a flawed and limited system, a mechanism for illustrating combat that does a mediocre job of even that, and which can only gesture towards mechanizing any other form of character behavior. And yet, that’s also sort of what I love about it; I don’t want things like conversation to be mechanized, and I embrace the great DM strain involved in genuinely making choices in the moment, perceiving your players’ intent and conjuring an outcome that rewards both their aspirations and the fickle fortunes of the dice. Catching up on Dimension 20 has only solidified my faith and understanding of this style of D&D – Brennan Lee Mulligan frequently makes decisions that would incense any rule-focused audience, because he is not playing a game according to a static rule set, he is attempting to conjure a rewarding, dramatic collective experience.

(Quick warning – from here on out, I’ll be including some vague, sort of purpose-of-narrative spoilers for the overall Mighty Nein campaign. Consider yourselves warned!)

Given that education, I’m coming to The Mighty Nein’s animated adaptations with a fair few preconceptions relative to my first brushes with Vox Machina. I’ve watched through The Mighty Nein’s original tabletop journey, and on the whole consider it a charming character journey populated with Critical Role’s by-far best cast of player characters, but also a fundamental narrative failure. I can see why it probably failed; after assigning the party such a straightforward narrative as “collect the Dragon Balls and defeat the Chroma Conclave” in their first campaign, Matt Mercer likely wanted to give his players more agency to choose their own destiny, and thus engaged in much less DM-side railroading to ensure a specific outcome. Unfortunately, he combined this with a general narrative background that demanded specific sequences of player engagement, and his players simply… chose not to engage with such things. To put it bluntly, they fled narrative consequence until the campaign’s main plot had ended, at which point Mercer stapled on an epilogue just to give them a climactic foe to face.

Obviously Matt Mercer is a far more practiced, expressive, and generally accomplished DM than myself, but it does feel like as Critical Role has continued, his simultaneous desire for grand narratives and absolute player agency has increasingly undercut the drama of his campaigns. He is a tremendous distance down the “agency versus narrative” line from someone like Mulligan, who plots out his players’ campaigns so precisely that D20 can commission custom sets for each fight the party is inevitably bound to encounter. And while I can’t say either of their methods are “more correct” (plenty of people like total sandbox campaigns, and that’s fine!), I can say that if you’re attempting to tell a grand fantasy narrative via tabletop roleplaying, you absolutely need a robust series of Session Zeroes, wherein you and your players collectively affirm the campaign’s tone, themes, narrative structure, and integration of individual player narratives. Good stories simply do not happen accidentally; they must be cultivated from the start, fitted with the struts and scaffolding necessary to let them flourish.

Given all that, this animated adaptation of The Mighty Nein presents a unique opportunity: to restructure the events of the original campaign such that they do make dramatic sense, with the characters actually latching onto narrative hooks rather than fleeing from them, and their journeys proceeding coherently from their dramatic origins. The adventure that The Mighty Nein could be is easily the best story Critical Role has told; as I said, the cast is far and away their best, with a strong balance of distinctive, complex individuals with meaningful ties to their world. I don’t know how complete or effective such a revision might be; some of the worst choices made in this campaign are also among the most consequential and inescapable. But I genuinely do love The Mighty Nein as characters, and am eager to see if this team’s own post-campaign reflections match my own rigorous critiques. Let’s find out!

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The Fragrant Flower Blooms With Dignity – Episode 2

Hello folks, and welcome back to Wrong Every Time. Today we’re checking back in on The Fragrant Flower Blooms With Dignity, last year’s gentle romance about two would-be lovers from different sides of the tracks. The show’s premiere did a fine job of introducing us to protagonist Rintaro Tsumugi, who suffers from a history of consistent rejection and a resultant sense of disconnect in his current life. Hoping to avoid a repeat of his youthful trauma, Rintaro now studiously maintains an emotional distance from his classmates, and refuses to reveal his home situation to even his closest friends.

Into this buttoned-up world has stumbled Kaoruko Waguri, a diminutive attendee of the esteemed Kikyo Girls’ Academy. Pursuing both cakes and Rintaro with unqualified gusto, Kaoruko has already proven herself an excellent foil for Rintaro, balancing his “big timid guy” energy with lots of “tiny proactive girl” counterpoints. The two are quite charming together, and this production’s detail-rich designs and energetic character acting are realizing their courtship in fine style. Let’s get back to it!

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Winter 2026 – Week 11 in Review

Hello folks, and welcome back to Wrong Every Time. We’ve been keeping busy this week, as we continued to munch through Aura Battler Dunbine, and also screened the entirety of the live-action One Piece’s second season. I think we’re all a little understandably hesitant about live-action anime adaptations, but god damnit, they’ve actually nailed this one. The tone, the energy, the costumes, the characters; this feels less like a pale imitation than a loving revision, drawing on thirty years of One Piece history to make a concise, cohesive version of the story that still hits and often even expands on the pleasures of the original. The casting remains superb, the Straw Hats have largely settled into their personalities, and the emotional gut-punches of the early Grand Line have been preserved in full. I’m frankly astonished by the production’s combination of trust in its base material and willingness to boldly reorganize; this is a real “whoa, two cakes” situation, and I am savoring the flavor.

One Piece aside, we of course munched through our usual assortment of cinematic spectacles. So let’s get right on that, as we run down the latest Week in Review!

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Chainsaw Man – Volume 8

Hello folks, and welcome back to Wrong Every Time. Today we’re continuing our journey through the blood-soaked Chainsaw Man, as Denji and his public safety companions continue to fend off an army of international assassins. Well, “fend off” might be too strong a phrase for their current situation; perhaps “contend with” is better, considering those assassins have already broken through the gates. Driven by the promise of human rights for her family of fiends, the elite killer Quanxi has pierced through Japan’s defenses, and rejected Kishibe’s offer of challenging Makima at his side.

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