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Still, this isn't that big of a deal and it shouldn’t heavily impact your enjoyment of the series, if at all.“ The adaptation sucks because this quote from volume 7, page 46, paragraph 4, sentence 3 wasn’t said by Rudeus in episode 3!!”
This goes beyond Mushoku Tensei. In general, people need to realize that completely faithful adaptations are so rare because most series just don’t have time for that shit. If everything from volumes 7-9 was fully adapted, this season would’ve been 15-16 episodes long. Cuts have to be made and as long as they don’t comprise the story or pacing of the series, I have no problem with them.
“Why is Rudeus regressing/why did he relapse back into depression? He needs to get over it!!”
Aw yes, how dare the anime character you're trying to self-project upon have characteristics of a real person. You see, real people often don’t improve linearly. They regress, they fail, they self-destruct. This happens to a greater extent if that person has mental health issues, which, surprise surprise, Rudeus does. I honestly don’t understand how the realism of a character can be a negative point for a viewer.
“Where is my op with the cool backgrounds behind it? *Sigh* Another issue courtesy of lazy production!!”
First of all, the op works like that for the first 5 episodes, fuck you.
During the early '90s, SNK wasn't the only company producing games for the NeoGeo. Sammy unleashed a Zaxxon-inspired isometric space shooter called Viewpoint in 1992 (which admittedly was ported just fine to the Sega Genesis in 1994). 1994 saw a trio of third-party hits for the MVS/AES tandem: Fighters History Dynamite and Windjammers by Data East and the first installment in Taito's groundbreaking puzzle series, Bust-A-Move. Other now-familiar franchises, such as Bomberman, Double Dragon, and Magical Drop, would soon follow. Throughout the NeoGeo's life span, SNK also funded the day-to-day operations of a second-party publisher responsible for a number of marginally successful MVS/AES games. That publisher was Alpha-Denshi, better known to fans as ADK. While ADK wasn't exactly the RareWare of the day, the company did make a name for itself, thanks to games like Magician Lord, Ninja Combat, and the World Heroes fighting game series. In hindsight, one could argue that SNK's unwavering focus on the NeoGeo MVS/AES tandem was a situation of putting too many eggs in one basket. Like it or not, games for the Super NES and Sega Genesis were getting better all the time, and people were beginning to pour their hard-earned dollars back into new games to play at home instead of into the coin slots down at the local arcade. Hard times were on the horizon, but to the company's credit, SNK didn't completely ignore the 16-bit console market. Samurai Shodown came to the Super NES without scaling graphics, and all of the blood was removed.
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