Saturday, November 28, 2020

Escape of the Palisman - (The Owl House Season 1 Episode 10) - 'Toon Reviews 42

If you like this review and want to stay updated for what else I have in store, become a follower of this blog, click here to like the official Facebook page, and click here to follow me on TwitterNow on with today's review:

Escape of the Palisman

You may recall that Luz’s whole character arc started with her going overboard with her fantasy passions which caused trouble and distress for the world around her.  With that in mind, it’s great that following her coming to a place suited for her interests, almost all her adventures have taught her many necessary social skills.  As we reach the halfway point of the first season, this adventure offers the most direct lesson for Luz to learn, covering matters of thinking things through before acting.  A touch of world building helps a lot too.

It starts with Luz learning of the nature of palismen, or little sentient figures suited for a specific witch’s staff.  In Eda’s case, her palisman is a small owl called Owlbert who gives her staff the power of flight, and hops off to gather artifacts from the human realm.  Palismen are also revealed to have a strong connection with their owner with Eda seeming genuinely loving and protective towards him.  These are interesting additions to the already extensive and fascinating lore of witches, and circumstances convince Luz to take advantage of it.  She’s joining Willow and Gus to attend a sports match, but they miss their transport.  Wanting to cheer up her friends, Luz proceeds to borrow Owlbert so they’ll be able to make it to the match after all.  To her credit, she does plan on asking Eda permission before borrowing Owlbert, but all she gets is a half-hearted claim from King that Eda says it’s ok.  Even then, Luz feels this doesn’t count, but goes through with borrowing Owlbert and the staff anyway.  It’s after this when Luz realizes the consequences of her brashness when she discovers that palismen need a lot of care.  Because she does not have the experience needed to guide Owlbert to fly Eda’s staff, Luz ends up crashing the staff which also gives Owlbert a bad head injury.  Naturally, Owlbert becomes frightened of Luz because of this and runs away from her into the woods.  That right there is a firsthand account of what comes from Luz rushing in to do something cool and magical and how it affects others.  For that, it’s commendable that the rest of the episode is about Luz doing whatever it takes to atone for her mistake.

She, Willow, and Gus follow Owlbert deep into the woods and find him in the layer of a former one-off demon, the Bat Queen.  Her main impression from a while back was that she assigned the main trio to look after her babies.  In spite of her threatening design, she came off as a fair, appreciative figure, especially with how handsomely rewarded Eda was for her efforts.  Here, a darker side is revealed to the Bat Queen, but not one to make her seem like an all-out bad creature.  It’s clear that all her emotions and actions are out of love for who all the hurt and downtrodden who come to her, and Owlbert certainly qualifies as hurt.  It even gets to the point where even after all Eda did for her babies, the Bat Queen is now as untrusting of her as she is of Luz for raising the being who hurt Owlbert.  For that, she intends to keep him like one of her own, but Luz, knowing that Owlbert belongs with Eda, is willing to do whatever it takes to reclaim Owlbert’s trust.  She has to endure the Bat Queen’s many trials, which basically turn out to be simple chores with a monstrous side to them.  Though there are claims that no one has ever successfully completed them, Luz pulls them off fairly well, showing just how much she wants to make up for her actions.  What’s more, Owlbert actually recognizes Luz’s efforts and ultimately sees that she never intended to hurt him.

It’s here where focus shifts to the complexities of the Bat Queen.  Luz holds up her end of the bargain, and Owlbert starts leaning towards trusting her, but the Bat Queen still doesn’t want to let Owlbert go.  She adds on one last challenge for Luz to face her, and the odds are clearly slim of an average human teen girl against a huge monstrous face with bat wings.  Luz, however, uses compassion and fascination with lore to her advantage when she discovers something interesting about the Bat Queen.  Like Owlbert and other palismen, there’s an interlock under her foot, which means she was meant for a staff.  Apparently, she was separated from her owner, who was a giant, thousands of years ago.  With that in mind, it’s no wonder that she’s so protective of her babies, Owlbert, and all other palismen as it turns out, so that they won’t have to endure the sad fate she did.  While she still wants Owlbert to stay though, she’s still considerate enough to consider that he wants to go back with Luz, though Luz does promise to find the Bat Queen’s owner.  If it was a giant, I personally have a feeling that the answer can be found if one takes a closer look at the Boiling Isles itself, but that’s another topic.  This whole experience is a strong element of the episode brimming with lore and character development for Luz and how she genuinely learns to be more aware of her actions.  The only weak point is that Willow and Gus seem to stick around for the adventure for nothing.  They say they can help or get Eda, but their roles basically consist of getting stuck in the Bat Queen’s webs repeatedly and their efforts failing fast.  It’s a distraction, but it does no real hindrance on the truly important elements, especially with Luz and Owlbert forming a clearly adorable bond when all’s said and done.

As for why Luz was unable to get real permission to borrow Owlbert in the first place, this steers us to the episode’s subplot which is a definitive show of Eda and King’s dynamic.  Things have reached a point where Eda’s curse has gotten significantly worse, and even she herself is seriously worried about it.  However, this story gives King an opportunity to really take advantage of things.  Fitting his lust for power, King wants to rule over something as juvenile as a playground, but feels persecuted over being usurped by a little tyke who really needs to wipe his nose.  It’s practically humorous that he takes it this seriously, but it isn’t long before his goals become in reach.  He finds that Eda’s curse has enacted faster than ever, but there’s a catch to it.  While she’s in her monstrous form, she can hear King and follow his command.  With this discovery, King uses the cursed Eda to dominate the playground like he wanted.  

Then, like Luz in the main plot, he discovers the consequences of acting without consent.  The destruction that cursed Eda has caused gets the attention of the local beast hunters, and the curse soon intensifies so much that King’s orders are useless to Eda.  As for an even more disturbing development, Eda’s special elixir can’t stop the curse either, intensifying its role in the series from hereon.  At the same time, the final resolution comes from endearment when King finds another way to bring Eda back.  Playing off of an earlier scene of him squealing with rage at that little kid, King voluntarily performs that squeal which is enough to have Eda turn back to normal.  With this connection, it’s pretty heartfelt that it resolves the matter for now.  King may want to be taken seriously as an all-powerful ruler, but he knows what’s important deep down, and will do anything to help Eda when she needs it.  This is especially good as the subplot ends with Eda now more concerned than ever about her curse, a strong departure from her predominant laid back ways.  One can only guess what major events the curse will lead to.

In all, this episode is very effective in what its story does for the main players.  They all add important pieces to development when it comes to thinking before acting, and putting in the effort for worthwhile connections.  Along with fascinating new bits of lore to the world they live in, the experience is overall very satisfying.

A

The Ranking

1.      Lost in Language

2.      The Intruder

3.      Covention

4.      Escape of the Palisman

5.      I Was a Teenage Abomination

6.      Witches Before Wizards

7.      Something Ventured, Someone Framed

8.      A Lying Witch and a Warden

9.      Hooty’s Moving Hassle

10.  Once Upon a Swap

The next Owl House review reveals Luz's alternate goal to become a writer as she and King struggle to work together during a writing contest, and Eda gets up to some interesting bonding with Lilith.
Next time on MC Toon Reviews is the midpoint of Amphibia Season 1, "Toad Tax" and "Prison Break."
If you would like to check out other Owl House reviews on this blog, click here for the guide made especially for them.

Thursday, November 26, 2020

Thank You for Watching the Show - (OK K.O.! Let's Be Heroes Season 3 Episode 19) - 'Toon Reviews 40

If you like this review and want to stay updated for what else I have in store, become a follower of this blog, click here to like the official Facebook page, and click here to follow me on TwitterNow on with today's review:

Thank You for Watching the Show

Apparently a huge showing of action and closure to long standing plot lines wasn’t good enough a note for this show to go out on.  What it goes with as a grand finale instead, however, is what I, for one, call a very creative and insightful scenario.  With so much care and thought gone into this show, its characters, and its story, I feel it can easily invest anyone watching.  For that, upon ending at three seasons, one could feel that the show has just disappeared without warning just as it had become as engaging as ever.  In fact, there’s a good feeling that the people behind the show couldn’t believe that they had to wrap up so quickly.  This normally badly effects the quality, but the featured story allows the circumstance to work splendidly. 

It starts off uneventful with K.O. back to his life and embracing both his good and bad sides without trouble just as the previous episode showcased.  Suddenly he finds one major life-altering moment happening after another, all marked by the series trademark element of title cards flashing over the scene.  At first they mainly mark sudden missions, universes in peril, or the Plaza being attacked by Boxmore robots, one-off villains, or Professor Venomous and Fink.  It’s a vast assortment of battles, and K.O. is the only one visibly aware of how sporadically everything is happening.  As for everyone else around him, the events seem to be happening normally and have no trouble remembering how everything went down.  It’s like K.O. is seeing beyond the fourth wall and feeling rushed through all sorts of plot points.  Then again, this wouldn’t be the first time this was the case.  

After much instances of blaming this on someone and thinking something’s wrong with him, it all makes sense as the passing events become emotional.  They include Rad and Enid venturing out of the Plaza for career paths, as well as a few weddings, the biggest being one a long time coming of Carol and Mr. Gar.  Now that’s a wedding I think the series could have benefitted from showing if it had more time.  These character building moments get K.O. to realize an interesting philosophy on time.  When you’re young, you feel like you have all the time in the world, but as you get older, time, including years, seems to go by much faster than you think.  I know I can agree with that feeling.  

With that in mind comes an honestly really moving sequence of the rest of the lives of many characters playing out like a movie.  Passing by posters of all the past cartoons, K.O. starts witnessing a years’ worth of big life-changing events all shot from a first person perspective.  Everything shows how far everyone in this great show have come with several title cards and wholesome music all around.  You take in futures that fully complete character arcs like Rad embracing his soft side when running a coffee shop, Enid living as a witch and ninja, or Dendy running the Pow Card factory.  There’s satisfying closure to the lives of Boxmore robots as they take up a vast variety of career paths.  Lord Boxman and Professor Venomous reconcile quickly and easily, but it works in this cartoon’s context.  Several side characters get quick appearances that pale in comparison to other moments, but are still very welcome.  As for K.O., he gets his satisfying future by growing up to be the new head of the Plaza in his own muscular form fit for a hero actually at Level 100.  Life now no longer goes too fast. It’s playing out normally no matter how it may seem, and K.O. is now able to fully embrace it.  Within several fully defined and healthy futures for nearly everyone in the cast, this is all the more meaningful.

It’s easy to feel that this show wishes it could have done more and is making up for being suddenly cancelled. However, it’s also admirable that something this great was made out of the circumstances.  There’s satisfying outcomes for many great and imaginative characters after three whole seasons, and it expertly works cramming several little things in to its advantage.  With creative visual metaphors showcasing everything, and everything known about the characters, this whole cartoon comes together as a smart way to close the series.  After the intensity of the action has settled, the heartfelt character-driven element has gone out in great style.

A++

Season 2 Rankings

1.      Your World is an Illusion

2.      T.K.O.’s House

3.      Final Exams

4.      CarolQuest

5.      All in the Villainy

6.      Dark Plaza

7.      GarQuest

8.      Dendy’s Power

9.      Crossover Nexus

10.  Lord Cowboy Darrell

11.  Bittersweet Rivals

12.  Beach Episode

13.  Red Action to the Future

14.  My Fair Carol

15.  K.O.’s Health Week

16.  Are You Ready for Some Megafootball?!

17.  Boxman Crashes

18.  Wisdom Strength and Charisma

19.  Gar Trains Punching Judy

20.  I Am Jethro

21.  Mystery Sleepover

22.  Super Black Friday

23.  Point to the Plaza

24.  Project Ray Way

25.  Special Delivery

26.  Seasons Change

27.  The So-Bad-Ical

28.  Monster Party

29.  Sidekick Scouts

30.  Whacky Jaxxyz

31.  Rad’s Alien Sickness

32.  Plaza Film Festival

33.  OK A.U.! Alternate Universe

34.  Let’s Watch the Boxmore Show

35.  Be a Team

36.  Plaza Alone

37.  Soda Genie

Season 3 Ranking

1.      Thank You for Watching the Show

2.      Big Reveal

3.      T.K.O. Rules

4.      Let’s Get Shadowy

5.      Let’s Fight to the End

6.      K.O. vs Fink

7.      Whatever Happened to Rippy Roo?

8.      Red Action 3: Grudgement Day

9.      Carl

10.  Chip’s Damage

11.  The K.O. Trap

12.  We Are Heroes

13.  Let’s Meet Sonic

14.  Dendy’s Video Channel

15.  You’re a Good Friend K.O.

16.  Radical Rescue

17.  Planet X

18.  Deep Space Vacation

19.  K.O., Rad, and Enid!

Final Thoughts

There’s a lot to love about OK K.O.! Let’s Be Heroes and you don’t just have to be into the superhero genre to notice them.  Seasons 2 and 3 effectively continue the strengths set up by the first season when it comes to creative world building, expressive visuals, and relatable themes.  At the same time, each season has their own way of expanding upon these strengths, broadening the show and its appeal.

For the most part, Season 2 is mainly a vehicle to showcase any manner of creative concepts of what can be done with K.O., his friends, and anything surrounding their plaza setting.  You often see cartoons of certain characters taking part in a featured activity and putting a clever spin on it.  Events like film festivals, fashion shows, beach days, and out of town deliveries come with helpful advice on how to craft quality material, or welcome character development.  This way, the material consistently offers greatness in whatever it presents.  That’s a real benefit when it comes to cartoons that are either self-contained or have sparse mentions afterwards.  Cartoons like “OK A.U.!” and “Whacky Jazzyz” are mostly here for fun’s sake even if they offer interesting ideas on how this world works.  It’s the spirited execution of the storytelling and world building that makes them work as well as they do.  That said, cartoons do leave a lasting impact for the series, even if their effects aren’t as noticeable as others. “Sidekick Scouts” is the best example of this for providing K.O. a follow-up on discovering the truth of his idol, Chip Damage, and a way to understand his hero capabilities.  The cartoon itself, however, is the only true time the likes of his ‘sidekick’ Combo Breaker has a big role, though he is shown to live happily as someone else’s sidekick later.  Ultimately, regardless of how strong their connection to the grand scheme of things is, there’s always fun to be had this season.

Even so, the best parts of Season 2 can be separated into two categories.  First, there’s a group of cartoons that really take advantage of being an animated product, probably the most advantage out of all cartoons of recent years.  Perhaps it’s firmly been established that this is just a basic part of the overall aesthetic, but Season 2 is where it really starts going all out with the feel.  The season premiere kicks this feel off with a clever commentary on the idea of change.  It’s just funny to see random events like Rad turning orange and Enid becoming a mime show up to shake the status quo for no reason.  The whole event soon makes its point clear when the resolution shows how those changes have no real benefit.  They’re abandoned for a more substantial change of Mr. Gar and Carol’s relationship taking its share of focus.  Beyond that, there’s other notable instances of the show being self-aware of its cartoonish existence.  One major plot point of Lord Boxman being launched into the sun is exposed as the funny visual gag it is with him easily returning and eventually retaking his company.  Crossovers with characters like other Cartoon Network stars and the cast of an obscure Scooby Doo movie suggest the idea of taking place in an alternate reality.  While some could say the crossovers mainly cater to fans of those other properties, I feel they’re executed well enough to be entertaining to even non-fans.  However, what really allows the show to embrace its animated aesthetic is a little cartoon called “Your World is an Illusion.”  It may be self-contained, but it’s highly impressive how it runs with the idea of breaking down the scenes to flat out say yes, this is just a show.  It all comes with a variety of experiences that are cleverly self-aware and funny, but also emotional when it makes K.O. feel all alone when noticing all the tricks.  This is all very smart writing, and that makes it all the more pleasing with the other best category of cartoons.

Amidst all the fun of Season 2, a big section of it is also more plot-focused than ever.  True, some plot points like the nature of T.K.O. and the identity of Shadowy Figure are only slightly touched upon here, but their inclusion is still welcome, small as it is.  While those take the forefront in the following season, the plot development that is prominently shown is well-executed and brings effective status quo changes.  In some ways, the season kind of belongs to P.O.I.N.T. for how much it comes up as a hot topic.  “P.O.I.N.T. to the Plaza” sets a lot of subjects into motion from establishing hero worship from some characters, complications for one former member, and future development.  In fact, several cartoons all together make up an arc that brings all these little elements together.  There’s gradual development for Enid as she attends the school and mend her past friendship with Elodie, bold foreshadows, and a reveal that one hero, Chip Damage, is fake.  While the focus is on a lot of one-off fun afterwards, there are significant developments sprinkled in that tie into feelings of the organization.  There are reveals that confirm Carol is still working for P.O.I.N.T. as well as two cartoons related to Mr. Gar’s bad past experience and moving forward from it.  K.O.’s loss of trust Chip Damage is the catalyst for “Sidekick Scouts” even if the cartoon itself is still mostly a one-off.  P.O.I.N.T.’s role this season builds up to an exciting finale that is one of the best showings of the series’ strengths.  It doesn’t hold back with dark ramifications of P.O.I.N.T. taking over the Plaza and the emotional pain that drives their actions with all the Plaza heroes in hiding for months.  With great staging of action that also seamlessly works in the show’s offbeat brand of humor, the finale lives up to its potential and sets in motion events of the following season.  The same can also be said for the other often explored plot thread this season involving the management of Boxmore.  At first, it honors the changes left by the Season 1 finale with Darrell posing as the new villain in charge while the old one, Lord Boxman has nowhere to go.  Giving past cartoons of him bonding with Professor Venomous a whole new meaning, he rises back to power when forming an alliance.  A few cartoons even showcase the team-up’s potential covering upgrades for the robots, and new family dynamics.  They may feel self-contained at first, but it’s the following season that features the changes at Boxmore lead to something.

Moving onto Season 3, the growth in ambition almost instantly becomes clearer.  Even the simplistic doodle-inspired art style gets a bold upgrade with an increase in shading and a broader color scheme.  There’s still plenty of room for the customs of exaggerated expressions and extreme gags, but at the same time, you can’t deny a feeling of growth.  Now, a bold change in looks would especially be appropriate if there were a bolder change in storytelling, and that’s more or less the case here.  It’s easily the most plot-focused out of all three seasons, setting out to give closure to all the important elements.  Following the events of the Season 2 finale, you’d think K.O. would already have closure as he starts off living his dream as being a great trusted hero.  Then you consider one lingering thing that’s been an issue with his progress, T.K.O.  After both sides showed great compatibility in the Season 1 finale and two events in Season 2, you’d be forgiven if you thought he really isn’t an issue anymore. K.O. demonstrates this feel in one time when he trusts T.K.O. to take full control of the body.  When a manifestation of negative emotions do what negativity does, K.O. makes the ultimate decision of banishing T.K.O. to his subconscious.  T.K.O.’s pained rage over betrayal is quite foreboding, giving the feel of a person who just got their rights and free will taken away.

Throughout Season 3, there are plenty of signs to reflect the pain of K.O. concealing his negative side leading to something big.  In addition, they cross paths with the new Boxmore management angle with just how much its dynamic changes with Professor Venomous and his assistant Fink on the team.  I’ve often explored how the usual Boxmore setup was more in the name of a game, attacking Lakewood Plaza Turbo with robots for no good reason other than fun.  With Professor Venomous, the company’s villainous ways actually become villainous, with K.O. feeling the most effects of it.  He’s mercilessly bullied by Fink for having a great relationship with his mom, and is led to actively hate someone when Professor Venomous puts him in a mind-messing trap.  Speaking of Professor Venomous, you can only imagine how much things turn when K.O. learns the truth about his father.  He’s told that it was the famous P.O.I.N.T. hero who mysteriously disappeared 6-11 years ago, Laserblast, which really isn’t hard to guess.  The same can be said for the big reveal that Professor Venomous actually is Laserblast ashamed of his loss of power and now more comfortable with being a villain.  Through top-notch staging, he almost seems like a very in-depth villain.  It’s for these reasons that K.O. actually sees benefit in going with Professor Venomous to better understand his inner darkness.  As an exciting quest in “Let’s Get Shadowy” suggests, there may be benefits for everyone out of this decision and seeing the good in a villain he only recently grew to hate…

Then comes the later part of the season where K.O. goes through a relatable side effect to bottling up negative emotions and treating them like a monster.  They only grow so much that they overpower the victim to a disturbing degree.  The sight of K.O., just after events leave him emotionally overwhelmed, losing control of T.K.O. is a strong personification of this concept.  This in turn leaves the very end of the series to endure the darkest of all its storytelling.  The carnage caused by the destruction of T.K.O. and his alliance with the corrupted Professor Venomous is devastating as is the crumbled spirits of K.O.’s loved ones.  Coming from such a fun, expressive, gag-driven show can be enough to throw people off, being so dark, in spite of an abundance of the show’s humorous trademarks.  Still, the weight of the events is effectively felt with grand-scale battles and character chemistry at play.  Plus, the final resolution of K.O. realizing that he and his inner darkness are one in the same is well-done and refreshing for those struggling to grasp their true selves.  While all of this makes for a strong climax of the series, there are a few things that hold it back.  First of all, the emotional reactions to T.K.O.’s rampage are fitting, but it gets concerning that no one even tries to get the real K.O. back as if T.K.O. taking over never happened before.  I simply find it hard to abide giving up so easily.  Second, while K.O. and T.K.O. get good closure in all this, Professor Venomous feels a little wasted.  His alias as Shadowy Figure is disposed of very easily, but think of how powerful it would have been if he came to terms with everyone he knew as Laserblast.  It’s like any depth to his character meant nothing.  There are also other disturbing factors like T.K.O. needing to kill everyone before K.O.’s epiphany, and minor missed opportunities with characters and new powers.  Ultimately, it’s no secret that K.O. getting over his conflict with T.K.O. may come with a few concerns. Regardless, the whole arc of overcoming one last obstacle towards ultimate heroism is satisfying and beneficial to the experience.

To make Season 3 still feel true to the series’ tone, it’s thankfully not all about doom and heavy drama.  The rest of the cartoons may not have a strong tie to the grand scheme, but the fun they offer is effective in balancing out any emotional toll.  Some even resolve outlying subplots like closure of K.O.’s conflicting feelings on Chip Damage, a present reveal of Rippy Roo, and the truth to Enid and Red Action’s relationship.  Also, like how Enid stands out a lot in Season 2, Season 3 gives significant focus to Rad.  His material might not be all that interesting, and at times overly basic, but there are still benefits to his starring roles.  We get to see his home planet in a two-cartoon arc which builds some decent background.  There are also showings of genuineness to valuing K.O. as a friend and possible little brother figure.  Becoming disturbed by becoming influenced by his jerk friends and picking fights with Red Action over an embarrassing video she posted of K.O. show a lot of respect.  With all these cartoons in mind, one can see that a lot of thought is put into this season, so much so that there’s an impression that the show really wanted to do more.  This feeling is perfectly represented in the ultimate fun cartoon that ends the season and the series.  It’s a brilliant showcase of what it feels like for a show to be suddenly canceled and ultimately run out of time to share its visions.  Luckily, it all works for tying into a very true message of time going by fast, and needing to make sure to make every moment count.  The ending montage of different characters’ futures is the best kind of closure this cast could get.   The penultimate cartoon may be a strong ending, but the actual final cartoon which technically fits in the leisurely category really sends the show off in style.

In the end, the last two seasons of OK K.O.! Let’s Be Heroes do precisely what following seasons should do.  They take what worked the best in the beginning and take it to new heights when it comes to storytelling, character development, and visuals.  It may be very sudden that it all ends after this, but for how well everything comes together, the final results are commendable to say the least.


Highly Recommended

And just like that, my look at all of OK K.O.! Let’s Be Heroes is officially complete.  Although its time with us has been brief, it will forever stand as one of the most expressive, relatable, and creative animated shows ever, standing as a landmark for those who see it.  If you ever get the chance to check out the series, take it, for if you enjoy shows about becoming heroes and animation in general, this is the perfect one for you.  Add in consistently high quality all throughout, and this show shall no doubt stand as a production unlike any other.

As for me, working off the show’s famous end tag, all I have to say is thank you for coming. Thank you for staying. Thank you for reading my reviews of the show.  

As for what the future of MC Toon Reviews brings, be on the look out for more reviews of The Owl House  and Amphibia, and with December upon us, you'll also see the occasional Christmas special review, until then:

Stay Animated Folks!