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As per CC's challenge. I was originally just going to make a fairly brief post in the "rate the last anime you watched" thread when I finished, but I figure I could take advantage of this thread to put out some more detailed thoughts and leverage a little more discussion.
I've seen up to episode 34 so far and will probably finish the rest tonight or tomorrow, after which point I can update this thread. Since I'm working at the moment I can write out some thoughts here in-between running code and stuff for now.
The anime started off somewhat promising in establishing its playing field: the Italian setting, Giorno's personality being something of a mix of Dio's and Jonathon's (as demonstrated by the Polpo assassination), and building intrigue behind the nature of the gang "Passione" and its elusive boss. However, I feel like the rest of the story doesn't capitalize on its setting too well. I don't agree with the assessment that Part 5 feels like a gangster movie or whatever (though certainly it is more brutal than the previous parts). It just feels like a battle anime.
The establishment of its zany crew that we (mostly) follow for the rest of the story was also done well: briefly showing us Mista's superstitious side and love for life's material pleasures, Fugo's anger issues (although Narancia's aggressive retaliation could just make it seem like these guys are violent gangsters in general), Narancia's naivete and idiocy, Abbachio's distrusting nature. The story, which basically amounts to overthrowing a gang boss, seems interesting.
Over time though I feel like the anime doesn't deliver on a lot of this promise. Giorno, put simply, is pretty boring. (I wonder if this is just an even-odd thing. Jonathon and Jotaro were also pretty boring compared to Joseph and Josuke. But then people jerk off Part 7 so much that I must assume 6 and 7 buck this trend.) There's this conceit that his nature is what changes the other gang members occasionally -- we have scenes in which Bucciarati and Mista talk about how Giorno just unwittingly guides them somehow and fills them with courage, but this is pretty much the only thing there is to him, and in reality it just boils down to "Giorno is the often the only one who knows what to do when the others are lost." Giorno had a pretty interesting backstory, but it has (so far) never been capitalized on outside of his introduction (a problem that some of the other characters share).
Bucciarati feels more like the true protagonist of the series, and his motivations and backstory and interesting enough compared to Gio "I have a dream" Gio. This zombie shit that's going on with him right now is weird though and it's still not clear where that's supposed to be going, so judgement pending on that.
The rest of the gang is kind of a mixed bag. Fugo has one fight and then fucks off halfway into the story and hasn't returned yet. His backstory is irrelevant so I don't have much else to say about him. Abbachio does literally fuck all before his death, which was presented well, but didn't have the writing to back the emotion behind it otherwise. His death ties well into his backstory, but the issue is that his backstory does not matter to his character in the slightest, except for when we first hear about it and then when he dies. His conflict with Giorno goes nowhere. Narancia has more to him than Abbachio and Fugo, and his background ties into his present personality traits a lot better than those two, but it feels like his personality only shines when the plot requires it to. That is to say, for example, his uber-dependence on Bucciarati and his group only presents itself when the plot is about to force them apart. The empathy he feels for Trish is only brought up when he decides to go with the gang to help protect her, and is completely forgotten after that point. And so on.
Mista gets the most screentime of the gang, and his personality combined with his (let's be straight with this) idiotic demeanor is funny to watch. Despite Araki's creativity with Stands in this part, I feel like Mista is the only character of the gang to have a particularly versatile Stand (outside of Giorno and Bucciarati), which is why he gets shoved into more fights than they do. His simplistic backstory also makes it easier for me to buy into his character, since you don't need to do much with it for it to work. (Although, the ease with which he seems to redirects bullets in his backstory, which I'm certain is a subconscious use of Sex Pistols, is not reincorporated in the present as often as I feel it should).
I will talk about Diavolo more when I finish the Part. Like with the previous two parts, I'm sure a bulk of what there is to talk about with the villain will come towards the end.
I mentioned fights before so let's talk about those. The biggest point of praise I've seen for Part 5 is that it has the best fights. And, really, I do see why people say that. Part of my issue with Part 5 is how much of it is just fighting -- the development of the plot is largely just fight after fight after fight, at the expense of interesting plot developments or character interactions, but if treated as just a battle anime, that doesn't have to be so bad.
Araki feels very creative here in coming up with Stand powers. A lot of it feels like he's just constantly throwing shit at the wall to see what sticks, but it does make for some pretty interesting ideas. Part 5 has also made the best use of its environments when it comes to constructing fights so far. The Kraftwerk fight on the truck, the Grateful Dead fight on the train, the entire White Album fight (the spike on the pole was some bullshit though), Green Day/Oasis, etc, are all examples of this. I also enjoy that the protagonists are often fighting a very uphill battle, as some of the enemy Stands they run into are bonkers strong/versatile and are also utilize the particular environment they're in very well, forcing our cast to come up with creative ways to counterattack with their own strategies. In terms of just pure entertainment factor, I might even tentatively agree that this is the best Part for just straight fights, without considering the rest of the series in context at least.
That isn't to say the fights don't have major issues though. Firstly, the insane plot armor. I was just praising the construction of the fights earlier, but there is no denying that the plot armor plays a huge part in that. I think Araki just wanted to make this Part really brutal, but there are so many times where the main characters -- and even the villains -- should've just fucking died with what was happening to them.
Secondly, although I praised the idea of fighting an uphill battle (a major issue with Part 3 is that Jotaro can easily punch any obstacles in his way), some of the most overpowered shit gets thrown at our protagonists in Araki's cycle of having each character constantly one-up the other throughout a battle, and there comes several moments where it's just nonsensical at all for our protagonists to win. For instance, by the time Ghiaccio pulls Gently Weeps out of his arsenal, there's just no way Mista and Giorno should've won the way they did -- which is a shame because that fight was probably the most entertaining one in this Part otherwise. And although I praised Green Day for utilizing its setting well, that power is just fucking ridiculous. Notorious B.I.G. is also just ridiculous on several levels that I don't even want to get into right now (although, again, this was another fight that utilized its setting well...though if it had attacked in literally any other setting, everyone would've fucking died. Well, actually, it's technically killable, but Araki can just say some shit like "a tiny part of it managed to escape [and get into the jet engine]." [That's a good example of when the constant escalation of stakes in a fight just gets tiring, and is a good example of how fights in this Part can just drag for so fucking long.] Like, I don't even see what Diavolo could do against that shit without a surefire method to drag it into the ocean).
Thirdly, a lot of the Stand powers aren't very well-defined. I think this is also problem with Parts 3 and 4, but it feels more blatant in 5. I think part of this comes from what I mentioned earlier -- Araki throwing shit at the wall to see what sticks. I don't think that's anything new for Araki -- sometimes his ideas just aren't fully developed yet, like Star Platinum's range in episode 1 -- but it seems to hurt at a lot in this part especially. The most blatant example is Gold Experience. He creates life that can reflect back attacks or whatever, which is quickly retconned. His punches create an out-of-body experience or whatever by overflowing a person with life energy, which is retconned (you can assume that it's just not illustrated in subsequent fights, but why wouldn't it be? There are numerous instances in which this effect would be relevant and helpful). Then stuff that he creates life from have the desire to return to their owner, for some reason, even if it's an article of clothing like Narancia's shoe. Then he's somehow able to sense people's life force by just checking the area, so why didn't he do that before? Let's not even get into the random BS he pulled to survive Purple Haze's virus. The only "evolution" in his ability that was somewhat organic is when he learned he could "give life" to "heal" wounds in the Baby Face fight.
Although Giorno is by far the most egregious example, there are plenty of other minor ones. Sale can suspend a bullet inside of his skull before it penetrates further, but apparently this doesn't count as suspending a bullet inside one's body (which Mista eventually learns that he can "also" do). Man in the Mirror can push someone halfway out of the mirror world if need be, but doesn't choose to do so in his fight until he drags Abbacchio halfway in first, but it is not clear whether that's a prerequisite (I don't see why it would be). It is not made clear why Baby Face couldn't just deconstruct Giorno before the fight even began, as he did so easily to Bucciarati and Trish -- there is no limitation or anything to this ability that is made clear to us. Spice Girl just isn't too well-explained in general, though I could've missed something with that one. King Crimson isn't supposed to be able to affect things during his erased time, and yet Diavolo is able to grab Trish during it. Also, it makes no sense that Bucciarati attacks his own double or whatever when King Crimson activated his ability. There are more examples but I don't remember them all.
Part of the reason the Stands don't feel as well-defined is also because Araki just seems to make up a lot of their additional abilities as he goes along. Some you could reasonably predict or at least see where they're coming from, others can be more nonsensical.
Fourthly, like I said before, some of the fights, despite having some pretty good aspects, can really drag which caused me to just want it to end after a certain point regardless of what was happening anymore. Part of it is just the opponent constantly coming back with more and more shit they can do.
Fifthly, there are numerous contrived scenarios that force the cast into unfavorable 1v1s or 2v1s. It wouldn't have been too hard to just make this aspect more believable. Parts 3 and 4 suffer from the same issue at times, though not to such a degree. By the same token, you often wonder why more of the La Squadra or Diavolo's underlings don't go for the gang at once, though it's at least somewhat dismissible in that their goal is to get Trish, not kill the entire gang (and some of them are rightfully confident in their ability to either defeat or at least subdue the entire gang anyway, e.g. Prosciutto and Cioccolata), so it's not as bad as other anime or manga might be in this regard.
WITH ALL THAT SAID, however, I think it's a testament to Araki's creativity that I still found many of the fights to be pretty entertaining, despite how dragged out some of them are and how dependent they are on bullshit to progress.
I was going to move on from here to talk about the development of the plot, but I've said too much for now. I will save it for later.
I've seen up to episode 34 so far and will probably finish the rest tonight or tomorrow, after which point I can update this thread. Since I'm working at the moment I can write out some thoughts here in-between running code and stuff for now.
The anime started off somewhat promising in establishing its playing field: the Italian setting, Giorno's personality being something of a mix of Dio's and Jonathon's (as demonstrated by the Polpo assassination), and building intrigue behind the nature of the gang "Passione" and its elusive boss. However, I feel like the rest of the story doesn't capitalize on its setting too well. I don't agree with the assessment that Part 5 feels like a gangster movie or whatever (though certainly it is more brutal than the previous parts). It just feels like a battle anime.
The establishment of its zany crew that we (mostly) follow for the rest of the story was also done well: briefly showing us Mista's superstitious side and love for life's material pleasures, Fugo's anger issues (although Narancia's aggressive retaliation could just make it seem like these guys are violent gangsters in general), Narancia's naivete and idiocy, Abbachio's distrusting nature. The story, which basically amounts to overthrowing a gang boss, seems interesting.
Over time though I feel like the anime doesn't deliver on a lot of this promise. Giorno, put simply, is pretty boring. (I wonder if this is just an even-odd thing. Jonathon and Jotaro were also pretty boring compared to Joseph and Josuke. But then people jerk off Part 7 so much that I must assume 6 and 7 buck this trend.) There's this conceit that his nature is what changes the other gang members occasionally -- we have scenes in which Bucciarati and Mista talk about how Giorno just unwittingly guides them somehow and fills them with courage, but this is pretty much the only thing there is to him, and in reality it just boils down to "Giorno is the often the only one who knows what to do when the others are lost." Giorno had a pretty interesting backstory, but it has (so far) never been capitalized on outside of his introduction (a problem that some of the other characters share).
Bucciarati feels more like the true protagonist of the series, and his motivations and backstory and interesting enough compared to Gio "I have a dream" Gio. This zombie shit that's going on with him right now is weird though and it's still not clear where that's supposed to be going, so judgement pending on that.
The rest of the gang is kind of a mixed bag. Fugo has one fight and then fucks off halfway into the story and hasn't returned yet. His backstory is irrelevant so I don't have much else to say about him. Abbachio does literally fuck all before his death, which was presented well, but didn't have the writing to back the emotion behind it otherwise. His death ties well into his backstory, but the issue is that his backstory does not matter to his character in the slightest, except for when we first hear about it and then when he dies. His conflict with Giorno goes nowhere. Narancia has more to him than Abbachio and Fugo, and his background ties into his present personality traits a lot better than those two, but it feels like his personality only shines when the plot requires it to. That is to say, for example, his uber-dependence on Bucciarati and his group only presents itself when the plot is about to force them apart. The empathy he feels for Trish is only brought up when he decides to go with the gang to help protect her, and is completely forgotten after that point. And so on.
Mista gets the most screentime of the gang, and his personality combined with his (let's be straight with this) idiotic demeanor is funny to watch. Despite Araki's creativity with Stands in this part, I feel like Mista is the only character of the gang to have a particularly versatile Stand (outside of Giorno and Bucciarati), which is why he gets shoved into more fights than they do. His simplistic backstory also makes it easier for me to buy into his character, since you don't need to do much with it for it to work. (Although, the ease with which he seems to redirects bullets in his backstory, which I'm certain is a subconscious use of Sex Pistols, is not reincorporated in the present as often as I feel it should).
I will talk about Diavolo more when I finish the Part. Like with the previous two parts, I'm sure a bulk of what there is to talk about with the villain will come towards the end.
I mentioned fights before so let's talk about those. The biggest point of praise I've seen for Part 5 is that it has the best fights. And, really, I do see why people say that. Part of my issue with Part 5 is how much of it is just fighting -- the development of the plot is largely just fight after fight after fight, at the expense of interesting plot developments or character interactions, but if treated as just a battle anime, that doesn't have to be so bad.
Araki feels very creative here in coming up with Stand powers. A lot of it feels like he's just constantly throwing shit at the wall to see what sticks, but it does make for some pretty interesting ideas. Part 5 has also made the best use of its environments when it comes to constructing fights so far. The Kraftwerk fight on the truck, the Grateful Dead fight on the train, the entire White Album fight (the spike on the pole was some bullshit though), Green Day/Oasis, etc, are all examples of this. I also enjoy that the protagonists are often fighting a very uphill battle, as some of the enemy Stands they run into are bonkers strong/versatile and are also utilize the particular environment they're in very well, forcing our cast to come up with creative ways to counterattack with their own strategies. In terms of just pure entertainment factor, I might even tentatively agree that this is the best Part for just straight fights, without considering the rest of the series in context at least.
That isn't to say the fights don't have major issues though. Firstly, the insane plot armor. I was just praising the construction of the fights earlier, but there is no denying that the plot armor plays a huge part in that. I think Araki just wanted to make this Part really brutal, but there are so many times where the main characters -- and even the villains -- should've just fucking died with what was happening to them.
Secondly, although I praised the idea of fighting an uphill battle (a major issue with Part 3 is that Jotaro can easily punch any obstacles in his way), some of the most overpowered shit gets thrown at our protagonists in Araki's cycle of having each character constantly one-up the other throughout a battle, and there comes several moments where it's just nonsensical at all for our protagonists to win. For instance, by the time Ghiaccio pulls Gently Weeps out of his arsenal, there's just no way Mista and Giorno should've won the way they did -- which is a shame because that fight was probably the most entertaining one in this Part otherwise. And although I praised Green Day for utilizing its setting well, that power is just fucking ridiculous. Notorious B.I.G. is also just ridiculous on several levels that I don't even want to get into right now (although, again, this was another fight that utilized its setting well...though if it had attacked in literally any other setting, everyone would've fucking died. Well, actually, it's technically killable, but Araki can just say some shit like "a tiny part of it managed to escape [and get into the jet engine]." [That's a good example of when the constant escalation of stakes in a fight just gets tiring, and is a good example of how fights in this Part can just drag for so fucking long.] Like, I don't even see what Diavolo could do against that shit without a surefire method to drag it into the ocean).
Thirdly, a lot of the Stand powers aren't very well-defined. I think this is also problem with Parts 3 and 4, but it feels more blatant in 5. I think part of this comes from what I mentioned earlier -- Araki throwing shit at the wall to see what sticks. I don't think that's anything new for Araki -- sometimes his ideas just aren't fully developed yet, like Star Platinum's range in episode 1 -- but it seems to hurt at a lot in this part especially. The most blatant example is Gold Experience. He creates life that can reflect back attacks or whatever, which is quickly retconned. His punches create an out-of-body experience or whatever by overflowing a person with life energy, which is retconned (you can assume that it's just not illustrated in subsequent fights, but why wouldn't it be? There are numerous instances in which this effect would be relevant and helpful). Then stuff that he creates life from have the desire to return to their owner, for some reason, even if it's an article of clothing like Narancia's shoe. Then he's somehow able to sense people's life force by just checking the area, so why didn't he do that before? Let's not even get into the random BS he pulled to survive Purple Haze's virus. The only "evolution" in his ability that was somewhat organic is when he learned he could "give life" to "heal" wounds in the Baby Face fight.
Although Giorno is by far the most egregious example, there are plenty of other minor ones. Sale can suspend a bullet inside of his skull before it penetrates further, but apparently this doesn't count as suspending a bullet inside one's body (which Mista eventually learns that he can "also" do). Man in the Mirror can push someone halfway out of the mirror world if need be, but doesn't choose to do so in his fight until he drags Abbacchio halfway in first, but it is not clear whether that's a prerequisite (I don't see why it would be). It is not made clear why Baby Face couldn't just deconstruct Giorno before the fight even began, as he did so easily to Bucciarati and Trish -- there is no limitation or anything to this ability that is made clear to us. Spice Girl just isn't too well-explained in general, though I could've missed something with that one. King Crimson isn't supposed to be able to affect things during his erased time, and yet Diavolo is able to grab Trish during it. Also, it makes no sense that Bucciarati attacks his own double or whatever when King Crimson activated his ability. There are more examples but I don't remember them all.
Part of the reason the Stands don't feel as well-defined is also because Araki just seems to make up a lot of their additional abilities as he goes along. Some you could reasonably predict or at least see where they're coming from, others can be more nonsensical.
Fourthly, like I said before, some of the fights, despite having some pretty good aspects, can really drag which caused me to just want it to end after a certain point regardless of what was happening anymore. Part of it is just the opponent constantly coming back with more and more shit they can do.
Fifthly, there are numerous contrived scenarios that force the cast into unfavorable 1v1s or 2v1s. It wouldn't have been too hard to just make this aspect more believable. Parts 3 and 4 suffer from the same issue at times, though not to such a degree. By the same token, you often wonder why more of the La Squadra or Diavolo's underlings don't go for the gang at once, though it's at least somewhat dismissible in that their goal is to get Trish, not kill the entire gang (and some of them are rightfully confident in their ability to either defeat or at least subdue the entire gang anyway, e.g. Prosciutto and Cioccolata), so it's not as bad as other anime or manga might be in this regard.
WITH ALL THAT SAID, however, I think it's a testament to Araki's creativity that I still found many of the fights to be pretty entertaining, despite how dragged out some of them are and how dependent they are on bullshit to progress.
I was going to move on from here to talk about the development of the plot, but I've said too much for now. I will save it for later.