[0:00] We are back, Jiujutsu Kaisen. Bros, we [0:02] are so, so back. It's been a solid [0:05] couple of years, but JuiTutsu Kaisen, [0:07] one of the most refreshingly creative-l [0:09] lookinging anime led by one of the most [0:10] refreshingly creative characters, is [0:12] finally back. And I'm glad to report [0:15] it's as good as ever. The first two [0:17] episodes of the highly anticipated [0:19] Jiu-Jitsu Kaisen season 3 were exactly [0:21] what you'd expect them to be. They were [0:23] textbook examples of creative people [0:25] ditching the textbook and doing their [0:26] own thing, of creative people being [0:29] creative, and I wouldn't have it any [0:30] other way. They were wonderfully [0:32] directed. They were well animated. They [0:34] were eye-catching in all the right ways. [0:36] They were amazing. Minor issues and all. [0:38] As such, as always, and as expected, [0:41] let's break down the visuals. Make sure [0:43] to subscribe. If you like this video, [0:45] chances are you'll also like the 17,000 [0:47] more Juutsu Kaisen videos I'll upload in [0:49] the coming weeks and months. So, [0:50] subscribe. You can also become a member [0:53] of this channel. Members get at least [0:54] two exclusive videos per month, custom [0:56] badges and emojis, shoutouts, and more. [0:59] Just go down there and press the join [1:00] button. As always, let's start with the [1:03] staff list. Both episodes were [1:05] storyboarded by series director Shota [1:07] Shazono with him doubling down as the [1:09] episode director for the first episode [1:10] and assistant director Yusuke Takadada [1:12] taking on that role for episode 2. Now, [1:15] it's practically mandatory for me at [1:17] this point to suffix the name Shotoshono [1:19] with something along the lines of one of [1:21] the most creative minds in the industry, [1:22] which he is. And as you'd expect from a [1:25] Shoison production, the episodes were [1:27] filled with unorthodox composition [1:29] choices, highly competent animation and [1:31] an oxymoronic sense of familiarity in [1:34] its sheer refusal to do anything [1:35] familiar, or in other words, the [1:37] direction and storyboards good for the [1:39] most part. Over on the drawing front, [1:42] episode 1 had two chief animation [1:44] directors in the two character [1:45] designers, Hiomini and Yusuke Ajima, two [1:47] animation directors, a small but stacked [1:50] key animator list, and an entire army of [1:52] second key animators outnumbering the [1:54] key animators 7 to1, which is just [1:56] tradition at this point. Episode 2, [1:58] meanwhile, had four CADs, the [2:00] affforementioned two alongside JJK [2:02] regular Sotaya Yamazaki and Mitsu Mori, [2:04] 7 ADs, a longer KA list, and a slightly [2:07] smaller second key animator army. [2:09] Overall, not bad by Mapa's admittedly [2:12] low standards. The episodes themselves [2:15] were extremely solid animation-wise. [2:17] They were wild in a methodical sense. [2:19] Let's put it that way. Setting aside the [2:21] respectable amount of movement, the [2:23] episodes didn't shy away from having [2:25] several different approaches to [2:26] movement, which if that's not your cup [2:28] of tea, I'm afraid this season is not [2:30] for you. Depending on the situation, the [2:33] animation took on many different forms. [2:35] Be it the weighty kinetic sequence of [2:37] Yugji fighting the curses, the [2:38] spectacular unrestrained fright between [2:40] Choo and Na or the unorthodox [2:42] hyperdynamic Yuji versus Uta, the show [2:45] isn't afraid to, for lack of a better [2:47] phrase, filter out some of the normies [2:48] with its visuals. A bold choice given [2:50] the series's global popularity, but an [2:52] unsurprising one given director Goshono [2:55] and the rest of the team's track record [2:56] both with this very show as well as [2:58] other titles. It is however worth [3:01] mentioning that these episodes weren't [3:03] perfect. They had issues, minor issues, [3:05] but issues nonetheless. Of course, I'll [3:07] get into the specifics in a bit, but [3:09] basically the level of polish wasn't as [3:11] high as I had expected from the first [3:13] two episodes of a production of this [3:15] caliber. I wonder if it's because [3:16] they're trying to give the latter [3:18] episodes more time or because they had [3:19] to rush the first two episodes a bit [3:21] because of that advanced screening [3:23] thing. Perhaps a combination of both. [3:24] Who knows? Anyway, with all that being [3:27] said, let's finally go through these [3:29] episodes scene by scene. Starting with [3:31] episode 1. The episode opened up with [3:33] some trademark Goshono storyboards. This [3:36] opening shot, for example, it was so [3:38] eye-catching. Besides the cinemascope [3:40] aspect ratio, you had the first [3:41] background layer, the character cell, [3:43] and another background layer on top [3:45] making the composition feel dynamic and [3:47] spacious. Also love the compositing [3:50] head. The volutric lighting, aka those [3:52] streaks of light meant to represent the [3:53] reflective nature of the glass coupled [3:55] with the bloom effect looks perfect and [3:57] the light rays changing position gives [3:59] the illusion that these things are [4:00] moving despite the fact that they are [4:02] part of the background layer, meaning [4:03] they are entirely [music] static. [4:05] Animation wise, the scene had very [4:07] little going on, just a tiny Yugji [4:09] moving in the corner, but it looked [4:10] amazing regardless thanks to the clever [4:12] composition and compositing. Moving on, [4:15] the animation in this shot is a bit [4:17] wonky. It's hard to tell given the [4:18] blooding, but the lines don't appear to [4:20] be particularly consistent, and even the [4:22] sleeves are slightly off sync, but it's [4:24] fine overall. Nitpicks aside, there are [4:27] so many unique compositions here. Too [4:29] many to go through. Once again, Goshono [4:31] is a master of framing. He knows exactly [4:33] how to draw the viewers's eyes towards [4:35] whatever he wants their eyes drawn to. [4:37] He knows exactly how much visual [4:39] information to convey in each shot, [4:41] ensuring the viewer is neither over [4:42] stimulated nor bored. He is insanely [4:45] good. Plus, the shots conveyed a ton of [4:47] intent. The whole idea here was to [4:50] convey Yuji's mental isolation and [4:52] self-hate. And Goshono portrayed that [4:54] perfectly. Him washing his hands, but [4:56] the blood refusing to come off, his [4:58] eyes, aka the most human part of a [5:00] character being blocked out. Genius. [5:02] More about the animation. This entire [5:04] section and the scene that followed, [5:06] basically everything before the OP was [5:08] animated by Takafumi Mitani, which is [5:10] particularly cool because he also [5:12] animated the first scene of Jiu-Jitsu [5:13] Kaisen season 2. And while not perfect, [5:15] his work was really impressive. This [5:18] shot was insanely fun and a perfect [5:20] example of Koshaono's dynamic, spacious [5:22] compositions. The background layers form [5:25] a horizon and the curse is placed behind [5:27] it except its arm which is actually in [5:29] front of the horizon with a strong for [5:30] shortening effect since it's closer to [5:32] the camera with the effect getting [5:34] stronger as it gets closer. Now, most [5:36] sane directors would end the short hair, [5:38] but not Goshono. Yuguji starts running [5:41] and the camera pans backwards revealing [5:43] that the background is actually 3D. [5:45] Brilliant. Absolutely breathtaking piece [5:48] of background art here with some solid [5:49] creature animation and again every [5:51] single shot is incredibly complex and [5:54] layered. This one for example, you have [5:56] the super super background sky, the [5:58] super background building, 2D effects [6:00] over it, another background layer in the [6:02] windows and stuff, and a second cell [6:03] layer of Utah. So that's five layers of [6:05] visual information. Wow. By the way, [6:08] don't let my obsession with the [6:09] storyboards fool you. The actual [6:11] animation was really impressive as well. [6:13] The body mechanics felt heavy and [6:15] impactful with every action being [6:17] consistently drawn to convey the maximum [6:19] amount of weight. The background work, [6:21] be it 3D or otherwise, and the motion [6:23] bluring helped with that. Things weren't [6:25] perfect, though. This shot looked stiff. [6:27] I don't like how Yuji's head went [6:29] downwards and just froze. Also, him [6:31] jumping out of the window was quite [6:32] janky. And I didn't like how we saw him [6:34] running towards the window in one shot [6:36] and halfway in the air in the next one [6:37] without any visual indicator of him [6:39] jumping. Shortly afterwards, we had this [6:42] shot where the curse is clearly damaging [6:44] the buildings by brushing against them. [6:46] But when the smoke clears, the buildings [6:47] are intact, obviously, because they're a [6:50] background layer. This makes the shot [6:52] look flat, hindering the illusion of [6:54] volume and three-dimensionality that [6:55] Goshono loves to convey. None of this is [6:58] significant, of course, but the first [7:00] episode, which on paper should be the [7:02] most polished. Having issues like these [7:03] isn't exactly a good sign. Anyway, the [7:06] curse itself was quite well drawn. Also, [7:08] shout out to the random 2D bowls. I [7:10] appreciate the effort. It was good. [7:12] Just, you know, small things here and [7:14] there, things most fans won't even [7:15] notice. Another thing about Goshono is [7:18] that he's excellent at making a lack of [7:20] movement feel intentional. Near the end [7:23] of Mitani's sequence, we had a 20 second [7:25] shot of the camera panning up a still [7:27] frame followed by another 20 second [7:29] still frame with some simple looped [7:30] effects near the end. So that's around [7:33] 40 seconds that needed just two [7:35] character drawings, a small amount of [7:36] looped effects and some compositing [7:38] tricks and it didn't look awkward [7:40] whatsoever. That man is a genius. We [7:43] then got to Okoda sequence and once [7:45] again we had ambitious, dynamic and [7:48] meaningful storyboards and less than [7:50] stellar animation. The acting had a [7:52] certain amount of stiffness to it with [7:54] some occasional melt. It was ambitious. [7:56] Absolutely. I'm sure Goshono's [7:58] storyboards didn't make life any easier [8:00] for Okuda, but I wouldn't exactly call [8:02] it polished. This shot, for example, [8:04] there are unintentional distracting [8:06] jumps between the poses giving it that [8:08] stiffness I talked about. Negativity [8:10] aside, I love the complex framing hair [8:12] and the drawings kept up. The room [8:14] feeling claustrophobic because it's too [8:16] small for all three of them. symbolism [8:18] for the power struggles within the Zen [8:20] clan was a brilliant idea. By the way, [8:22] don't make the mistake of thinking these [8:24] shots were stills. They weren't. The [8:26] characters might be static, but the [8:28] actual shadows were animated back and [8:30] forth constantly. Also worth mentioning [8:32] some meticulously animated shoe tying [8:34] here. As you may know, small movements [8:36] like these are held to animate. So, [8:37] props to the team. A very fun scene [8:39] overall. We then had this section. And [8:42] while there wasn't much going on [8:44] animation wise, the drawings, Yoskeima [8:46] corrections, I believe color use and [8:48] background art was insanely good. We [8:50] also had more of Koshazono's Hall of [8:52] Fame tier resourcefulness. Yuji climbing [8:55] down the stairs only to end up at the [8:56] top over and over again had symbolic [8:58] meaning. It represented his isolation [9:00] and it allowed the team to reuse the [9:02] same shot by chopping it up. Two birds [9:04] with one stone. By the way, the actual [9:06] stair climbing was quite well animated, [9:09] albeit slightly melty. I know I said the [9:11] scene didn't have much going on [9:12] animation wise, but this was nice. Also, [9:14] a really well-drawn fist curl hair. And [9:17] speaking of hands, a tremendously [9:19] well-drawn pair of hands then brought us [9:21] to the most technically impressive part [9:23] of this episode in my opinion. Unpopular [9:26] opinion perhaps, I don't know. This [9:28] entire section was animated by Masahiro [9:30] Tokumaru. And even if you aren't [9:32] familiar with that name, chances are [9:33] you've seen some of his work before. [9:36] Remember those intricately choreographed [9:37] fights from the anime Vivi? the ones [9:39] that were plastered all over the [9:41] internet back in the day. Well, most of [9:42] them were bent by Tokumaru and more [9:44] recently, he did a ton of work for the [9:46] sports anime Oblivion Battery, animating [9:49] many of its highlights and directing and [9:50] storyboarding the most impressive [9:52] looking episode of it. Needless [9:54] biographies aside, the point is Tokumaru [9:57] is excellent at kinetic motion at [9:58] weighty body mechanics and he loves [10:00] using 3D in his workflow and both of [10:03] those skills were visible throughout [10:04] this entire sequence. The scene started [10:07] with this large scale shot that I've [10:09] talked about before in a trailer [10:10] breakdown. The sense of [10:11] three-dimensionality was off the charts [10:13] and the three-tone liquid animation [10:15] complete with these vertical lines [10:16] looked amazing. We then got this cut [10:19] with those classic Tokumaru effects. The [10:21] liquid had tons of organic individually [10:23] animated shapes, lineless ones of [10:25] course, because how cool is that? A [10:28] thing I loved about this entire section [10:29] was its use of long continuous motion. [10:32] The action didn't hide behind stopand go [10:34] payoffs. Not that there's anything wrong [10:35] with that. Instead, it kept moving. The [10:38] curses, for example, their movement was [10:40] so smooth and had this weird sense of [10:42] weight and flow because they never [10:44] stopped moving. Also, the drawings [10:46] themselves were incredibly consistent [10:48] and volutric, which added to the [10:50] three-dimensionality of this shot. [10:52] Speaking of the third dimension, I'll be [10:54] honest, the 3D bridge does look a bit [10:56] clunky, especially in this wide shot. [10:58] But the unorthodox camera placements and [11:00] Eugi's top-notch body mechanics more [11:02] than made up for it. There's so much [11:04] weight behind Yugji's run, jump, and [11:06] subsequent freef fall. Again, it's not [11:08] stopand go motion. Rather, it's smooth, [11:10] continuous animation made possible by [11:12] Tokumaru's excellent draftsmanship. The [11:15] placement of every single frame is [11:17] methodical with the goal of making the [11:18] curses and Yuji feel like actual [11:20] physical bodies with consistent weight [11:22] and volume. We then got this bird's eye, [11:25] or rather this curs's eye view of the [11:27] entire city. Meaning, yes, they modeled [11:29] the entire thing in 3D just for these [11:31] few seconds of footage. a luxury most [11:33] other shows can't even think of [11:34] affording and it was worth it in my [11:36] opinion. Also, a lot of these curse [11:39] insights were either 3D or 3D assisted. [11:41] Again, Tokaroo loves his CGI, but they [11:43] didn't look out of place given the [11:45] consistent character animation. [11:47] The framing throughout this entire [11:49] section was absolutely topnotch. Here's [11:52] an example. Why frame Yuji simply [11:54] hanging from a balcony when you can add [11:55] an extra building with broken walls that [11:57] reveal parts of the interior? But wait, [12:00] what if that's too much? What if the [12:02] viewer doesn't know where to look? Well, [12:03] fear not because one, the relevant [12:05] building is lit while the rest are dark. [12:07] And two, the composition itself [12:09] naturally guides your eyes towards the [12:11] focus. Again, genius. While we're on the [12:14] topic, as impressive as the compositions [12:16] were, I do have a few issues with the [12:18] storyboarding. This section, for [12:20] example, Yugji jumps down and in the [12:22] next shot, he has already landed, [12:23] letting the buildup of the previous shot [12:25] go to waste. Then in the very next shot, [12:28] we see him mid-run without ever seeing [12:30] him get up and start running. We can [12:32] figure that part out ourselves [12:33] obviously, but it looks clunky in [12:35] motion. I'm sure some of you will call [12:37] this nitpicking, but I have to point [12:38] this stuff out. Anyway, the curses were [12:41] incredibly well animated. The weight [12:43] behind their movement was outstanding, [12:45] especially because many of them had [12:46] unorthodox anatomies, the kind you can't [12:48] use real life references for. Also, the [12:51] untextured 3D backgrounds looked [12:53] amazing, and these shots animated on [12:54] once looked eerily smooth. Pretty sure [12:57] they're not auto in between, which makes [12:58] them even more impressive. Tokumaru's [13:01] outstanding 2 and 1/2 minute sequence [13:04] was finally brought to a close with some [13:06] incredible drawings. Yajima productions [13:07] again, I believe, and some fantastic [13:09] liquid effects. We then got some fun [13:12] shorthand drawings followed by the Nawa [13:14] fight animated by Teepeoka, which was [13:17] really fun. The motion was extremely [13:19] smooth. And if you thought Nya's [13:20] movement was choppy, that there were [13:22] frames missing, well, mission [13:24] accomplished, because that's the point. [13:26] That's literally what his ability is. As [13:28] per usual, the compositions were off the [13:30] charts with an unparalleled sense of [13:32] space and distance. Even the backgrounds [13:34] were heavily warped at times to convey [13:36] that effect. The Nya fight was followed [13:39] by Uta's appearance, which was [13:40] accompanied by Shinsaku Kosuma's easily [13:42] recognizable effects with those sharp [13:44] geometric edges and some solid acting. [13:47] Love the paradax said. As far as I can [13:49] tell, the background isn't 3D. It's just [13:51] some clever fragmentation of the BG [13:53] illustration and panning. Although I'm [13:54] not entirely sure. The episodes also [13:57] used a ton of these short reverse shots. [14:00] At least that's what I think they're [14:01] called. Shots where the composition [14:03] remains the same, but the camera flips [14:05] 180°. Koshas only used a lot of those [14:07] hair. This shot was cool in concept. I [14:10] get what they were going for and I [14:12] understand how difficult it is to draw a [14:13] shot from that perspective, but in [14:15] motion it just looks a bit comical. Not [14:18] a fan. Anyway, that brief chase sequence [14:21] then brought us to Yuji versus Uta. And [14:23] I have opinions. Firstly, it seems like [14:26] the entire fight was animated by [14:27] Takafumi Mitani, meaning he animated [14:30] seven solid minutes around a third of [14:32] the episode, which insane. And the [14:34] animation throughout the fight was [14:36] pretty solid. It's just I don't know how [14:38] I feel about some of the storyboarding [14:39] choices. Let's go through it in order. [14:42] This first exchange looks a bit off to [14:44] me. Not a fan of the weird zoom in and [14:46] the whole thing seems to lack the sense [14:48] of flow it was going for with those [14:49] quick cuts. Here's an example. The [14:52] energy/buildup hair was stopped dead in [14:54] its tracks by this slow motion shot. And [14:56] the shot that followed didn't build up [14:58] enough energy for the shot that came [14:59] after it to feel natural. Does that make [15:01] sense? Watch it again. Maybe you'll [15:03] understand what I mean. I did love these [15:06] long exchanges. The actions made sense. [15:08] It wasn't just I'll swing wildly and you [15:11] dodge. Every single slash was carefully [15:13] thought out. Also, the animation was [15:15] really solid. The movement wasn't [15:17] particularly tight or snappy, but that [15:19] was the intention to convey motion [15:20] that's more natural and loose. This shot [15:24] looked really mediocre. Unfortunately, [15:26] Yugji Ragdolling looked incredibly stiff [15:28] and janky with massive jumps between key [15:31] poses and a complete lack of energy near [15:33] the end. It looked like Yuji rolled over [15:36] for absolutely no reason whatsoever, [15:38] like it was a video game and the player [15:39] had high ping. Even the debris animation [15:42] melted a fair bit. Plus, some of the [15:44] drawings and movement around it weren't [15:46] exactly stellar. We did have more of [15:47] Midani's loose natural body mechanics, [15:49] so at least there's that. But the issues [15:52] were evident. Regardless, really strong [15:54] drawings here, followed by a ridiculous [15:56] bit of background animation. And the [15:58] entire background, including the car and [16:00] its interior, was hand animated, which [16:02] of course is insane. But once again, the [16:04] storyboards were a bit iffy. Goshona [16:07] tried to do that thing where you use a [16:09] lot of quick cuts and each cut flows [16:11] into the next one seamlessly, kind of [16:12] like what itsami occasionally does, but [16:15] I don't think he got the timing right. [16:17] The editing just felt clunky. The flow [16:19] was almost there, but not quite. In my [16:21] opinion, the transfer of energy between [16:23] shots was imperfect. I don't know. Am I [16:26] the only one? And I'm a massive [16:27] storyboarding nerd, so I see both what [16:29] Koshuna was going for and how he didn't [16:31] quite get there. But do let me know what [16:33] you guys think. Anyway, some lovely [16:35] drawings and curse animation then [16:37] brought us to the end of episode 1. Long [16:39] story short, a fairly impressive work, [16:41] but not one without its issues. Episode [16:44] 2 started with a couple of really smooth [16:46] walk cycles, some spacious compositions, [16:49] some insane background art, and this [16:50] absolutely spectacular fight. Many of [16:53] those action scenes are presumed to be [16:55] the work of Yakumo Crack, an animator [16:57] who caught my eye with his work on [16:58] Shield Hero season 3. Initially, a lot [17:01] of people thought those scenes were [17:02] animated either by Goshono himself or by [17:04] Rui since both have animated similar [17:06] shots before. I wasn't the Koshono camp, [17:08] by the way, but that doesn't appear to [17:10] be the case. It still looks a bit [17:12] Goshono to me, but hey, whatever. [17:14] Anyway, I've talked about these shots [17:16] before. They are a textbook example of [17:18] that flow over form mentality that makes [17:20] 2D animation so special. The idea was to [17:23] convey speed, force, and intensity. And [17:25] good god, did they succeed. They weren't [17:28] afraid to distort and twist the [17:29] character models to their utmost limits, [17:31] literally breaking them at times. It's [17:33] the kind of sequence fans scream [17:35] incomplete animation or I can't tell [17:37] what's happening at both very wrong [17:39] opinions. By the way, as impressive as [17:41] the animation was, we need to talk about [17:43] the art direction and the compositing. [17:46] These Shinyhira inspired pencil lines [17:48] added by the latter looked amazing and [17:50] the distorted intensity of the animation [17:52] was perfectly complemented by the warped [17:54] backgrounds. Fantastic work. We then got [17:57] Fay Hung sequence which had a similar [17:59] flow over form philosophy. Although it [18:01] wasn't as over the top. Also worth [18:03] mentioning the sequence used that quick [18:05] cuts method of action storyboarding that [18:07] Yuji versus Uta used but it was executed [18:09] better. The flow was flowing if that [18:12] makes sense. Some solid character [18:14] acting, brilliant compositions, and 3D [18:17] background black magic then brought us [18:18] to Kichiro Watanabe's sequence. And once [18:21] again, I have opinions. Animation wise, [18:24] it was outstanding. One of Watanabe's [18:26] career best. And think of how much [18:27] territory that takes in [music] the [18:29] wild, unrestrained motion, the iconic [18:31] flowy timing, those trademark effects, [18:34] it tremendous amount of background [18:35] animation. It was outstanding. I just [18:38] wish I could see any of it. What the [18:40] [ __ ] just happened here? Why did they [18:42] butcher Watanavi's work like this? Why? [18:45] The scene was drowned out in red, making [18:47] it feel a bit one note and making it [18:49] difficult to appreciate the drawings, [18:50] which would have been bad enough on its [18:52] own. But on top of that, they decided to [18:54] blur everything, as well as add this [18:56] light flicker and dim effect, which made [18:57] the animation practically [18:59] incomprehensible. [19:01] Don't get me wrong, I don't have a [19:02] problem with the movement itself being [19:03] difficult to follow. That's the point. [19:05] And I don't have a problem with [19:06] directors prioritizing the overall [19:08] screen instead of the raw 2D animation. [19:11] As long as the overall screen looks [19:13] better than said raw 2D animation, which [19:15] was not the case here. From what I've [19:17] seen, the advanced screening didn't have [19:19] that obnoxious bluring and dimming. I [19:21] haven't seen it, but based on what I've [19:23] heard, it didn't, which makes it [19:24] particularly bizarre. In the back of my [19:27] mind, I can kind of see what they were [19:29] going for, enhancing the uncanny nature [19:31] of Fatanabi's animation with the [19:32] bluring, but I don't think it worked at [19:34] all. Anyway, this was cool, though. [19:37] Loved the black and white negative film [19:39] aesthetic, especially because they [19:40] didn't bury the outstanding drawings. [19:42] Good stuff. Moving on, we had a lot of [19:45] dialogue, but thanks to Goshono [19:47] storyboarding, it didn't feel boring. [19:49] The compositions were consistently [19:51] outstanding, so much so that they could [19:53] linger on nearly, if not outright, [19:55] static shots for long periods of time [19:57] without it feeling awkward. Of course, [19:59] we did have a decent bit of character [20:01] acting. Some shots executed better than [20:03] others, but by and large, it wasn't [20:05] exactly a Sakuga fest. Plus, some of the [20:07] drawings weren't perfect. The drawing [20:09] supervision was a bit inconsistent. [20:11] Despite all that though, the shots [20:13] looked captivating, which hey, that's [20:15] Shota's owner for you. He'll find a way [20:17] to make things look interesting no [20:18] matter what. And those with the episodes [20:22] a great way to start the season in [20:24] consistencies and all. As a general rule [20:26] of thumb, any new Goshono is good [20:28] Goshono and that's doubly true if he [20:31] isn't actively being [ __ ] over by the [20:32] schedule. So, this was great. I don't [20:35] know how well this season will fared in [20:37] the long run based on everything I've [20:38] heard. The answer should be a lot lot [20:40] better than season 2, but you never [20:42] know. So, I'll end this video on an [20:43] optimistic hoping for the best. That's [20:46] about it. A special thanks to N03, [20:48] Ahmed, and the Galas 90 for becoming [20:50] tier three members.