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Re: KR Geats 12 discussion thread

Posted: Wed Nov 30, 2022 2:18 pm
by Mikadius
Another 5 star from me, though nothing extraordinary, that was a satisfying watch

Lul at that awfully convenient Ninja buckle pass, tho. But since Tycoon has the power of red kyuranger, apparently, literally anything's possible :roll:

And another thing is that the oji-san transferred his ridership even though he was totally incapacitated and should have been retired anyway (as Keiwa was in ep8). Or maybe the writers just forgot they've made that an official DGP rule =P
But it's nice to see him being retired instead of tragically dying. That would've been gruesome and also I don't trust showrunners to do drama properly (Saber was a chore and I feel like KR it better off without it, at least this early in the show)

"Hey kids, if you wanna be as cool as Buffa and Geats don't forget to rope your parents into buying you a second gun|sword in addition to the fever buckle!"

Totally thought Geats is going to do a rider kick when he flew up during fever. What a bait!

It is just me, or "saving fallen riders" is a major step down from wishing for world peace..? The riders don't even die that often and it's not overly gruesome either, this ain't no madoka.

Re: KR Geats 12 discussion thread

Posted: Sat Dec 03, 2022 10:56 pm
by Arigomi
Mikadius wrote: Wed Nov 30, 2022 2:18 pm And another thing is that the oji-san transferred his ridership even though he was totally incapacitated and should have been retired anyway (as Keiwa was in ep8). Or maybe the writers just forgot they've made that an official DGP rule =P
I believe that it was due to the nature of the game space. It takes place in a pocket dimension so the DGP can't teleport anything in or out. The Fever Slot Buckles had to be dropped into the garden area instead of being teleported directly to the Riders. There is a real possibility that they could've died in there if they didn't solve the puzzle to open the gate. The previous Riders probably didn't escape and died there, leaving their notes behind.

Tycoon's compatibility with the Ninja Buckle seems to let him thrown a pair of homing shuriken while still being able to use the Ninja Dueler. With Fever Ninja, Tycoon is able to throw four homing shuriken at once.

Geat using a break dancing move on the ground to shoot with the hidden guns in the legs with Fever Magnum reminds me of Bayonetta.

Re: KR Geats 12 discussion thread

Posted: Tue Dec 06, 2022 9:37 am
by Mikadius
Arigomi wrote: Sat Dec 03, 2022 10:56 pm It takes place in a pocket dimension so the DGP can't teleport anything in or out. The Fever Slot Buckles had to be dropped into the garden area instead of being teleported directly to the Riders.
Honestly, I just assumed GM was being a GM and following a "this is still a game so you gotta work for it!" mentality, but your version may also be true.

Re: KR Geats 12 discussion thread

Posted: Wed Dec 07, 2022 7:13 pm
by Mxylv
I've got to say, I'm impressed with how consistent the writing is; the first act usually feels like a slog for me, but this is nailing it down pretty well. Definitely rings a few bells from both Gaim and Ex-Aid, but the continuing lack of Rider-vs-Rider fights (uh, human riders, anyway) and Ace's continued ambiguity help it keep its own identity so far. (It's nice that they gave us just enough Jamato screenshots to potentially get a decent translator up, too.) Keilow's exit was a satisfying inversion of the pretty horrifying erased-desire concept--depending on the desire, maybe one's actually better off leaving it behind and enjoying what one does have. And about on schedule, there are stronger hints that the DGP is more than what it looks like. I'm continuing to be curious about where this goes; it certainly doesn't seem to be short on ideas for its core themes, and that's essential for a Rider (or really any) show.