Strongest aspects:
- complex characters
- greatly written relationship between the esper and his guide
- interesting plot
- relationship progresses nicely, it's slow burn enough to be thrilling with just enough angst
Mid:
- world building (why did the gates appear? What's the whole deal? That would add more immersion)
- not enough action and showcase of abilities as well as guide/esper cooperation on the battlefield
Strongest aspects:
- writing
- character monologues and concepts
- world building
- interesting caller/core user system
Mid:
- not enough caller/core user collaboration +action (just a bit towards the end)
- some unclear plot points and caller/core user mechanisms
- untapped potential of important side characters
Strongest aspects:
- plot
- guide/esper dynamic (the angst here is soo delicious)
- reincarnation combined with the guideverse creates a compelling story
Guiding Hazard