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Did I enjoy Isekai Ojisan, yes, but like so many other isekai lately, it goes nowhere, it has zero . stakes. There are no baddies, it's just story telling for 13 episodes, okay cool, when did anime become so absent of basic plotline that adventure anime should have, like Konosuba has, like Slime has, like Re Zero has. The powerhouses of this genre are on top because they actually have basic story lines that drive the show forward. Isekai Ojisan would be so much better if it just gave us something to care about. By the end, we were just going through the motions to finish it and be done with it. That's bad story telling.
Animation 8/10
- Unique to a degree, and beautifully drawn at times, with no CGI I believe? If so, very hard to notice. Mabel scenes were peak.

ICV2. February 14, 2010. Archived from the original on May 2, 2010. Retrieved October 10, 2018. ^ "Top 300 Graphic Novels Actual--March 2011". ICV2.

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Capcom followed up in 1992 with Street Fighter II: Champion Edition, a sped-up version of Street Fighter II that also allowed you the luxury of controlling the game's four boss characters. SNK responded with Art of Fighting, which didn't knock people off their feet with its highly derivative gameplay and joke characters, but it did manage to impress all the same, thanks to its use of scaling characters and backgrounds--a technique that would later be put to use in the madly successful Samurai Shodown series. Art of Fighting used scaling graphics to make characters fill the screen as they fought in close quarters. Throughout the 1990s, Capcom and SNK continually responded tit for tat with newer and better fighting games. Capcom would ultimately release 10 sequels to Street Fighter II, along with various Marvel Comics-themed fighting games, while SNK would go on to release six Fatal Fury sequels, four Samurai Shodown games, and 10 installments in the King of Fighters franchise. And that's not even counting SNK's stable of offbeat fighting games, such as Last Blade, Kizuna Encounter, or Matrimelee. On a humorous side note, the main figure responsible for many of the later Fatal Fury, Samurai Shodown, and King of Fighters sequels in SNK's lineup was Takashi Nishiyama, who had initially worked on Street Fighter II for Capcom! It's no wonder that arcade-goers in the 1990s would get into heated arguments about which company's characters would win fights against the other company's characters. The same people were making these games! It only makes sense that the two companies would ultimately join forces to make the Capcom vs. SNK fighting games that we enjoy in the arcades and at home on multiple consoles today. John Barone (left), VP of the coin-op division, on the cover of the January 2000 issue of Replay Magazine. Thanks to companies like Capcom and SNK, arcades were making a strong comeback in the early '90s. Chapter 5: The Impact of Vagabond Vagabond has had a profound impact on the manga industry and its readers. In this chapter, we'll explore the legacy of Vagabond and how it has influenced other works in the genre. We'll also take a look at the cultural significance of the series and how it has resonated with audiences across the globe. Conclusion: Vagabond is a masterpiece of storytelling and artwork that has captivated readers for over two decades. This guide has provided a comprehensive overview of the series, from its story and characters to its themes and impact. We hope that this guide has deepened your appreciation for Vagabond and inspired you to explore the series further.
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