Yu-Gi-Oh! VRAINS: Difference between revisions

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*[[Central Theme]]: As the Tagline says: never surrender and try something new .
*[[Cool Board]]: Charisma Duelists ride one in VR Duels.
*[[Curb Stomp Battle]]:Ghost Girl's duel with Brave Max in episode 60 ends with Brave Max getting utterly annihilated, to the surprise of exactly nobody.
*[[Cyberspace]]: VR Duels are set in a cyberspace constructed with the latest technology.
*[[Darker and Edgier]]: In contrast to ARC-V its main themes are, ironically, happiness and entertainment. VRAINS makes it clear that it's at least darker than ZEXAL and has the potential to become even darker than ARC-V, judging by its Closer to Earth approach and Cyber Punk themes as well as having a [[Kid Detective]] main character who hunts down a group of Cyberspace busting maniacs.
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*[[Orphanage of Love]]:Go comes from one, and he continues to be a patron of it.
*[[Online Alias]]: Most of the Charisma Duelists have one.
*[[Outside Context Villain]]:A certain unnamed faction has located the Cyberse world (something that the Knights of Hanoi - which have about a ''thousand'' hackers as members - failed to do), use the Cyberse-Type with ease, possess the troublesome Link Spell Card "Judgment Arrows" (a never-before-seen type of Spell Card), and can seemingly wantonly steal people's souls.
*[[Portmanteau]]: The title is actually a combination of "VR", "Vrai"note , and "brains".
*[[The Power of Friendship]]: In this case, VRAINS deals with how friendship can make a person stand out and try new things.
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*[[There Are No Therapists]]:Averted for once, flashbacks show that Yusaku had therapy as a child.
*[[Unspoken Plan Guarantee]]:Revolver's first two instances of successfully using Mirror Forceare because nobody, not even the audience, saw it coming. The third time he uses it, he is shown drawing and setting the card on top of deliberately baiting Playmaker into attacking, and Playmaker carefully arranges his monsters to minimize his losses. This ultimately gets subverted when Revolver uses an unmentioned effect of his own to render Playmaker's efforts moot, resulting in the trap resolving properly and blowing him out.
*[[Vagueness Is Coming]]:Before the attack on Cyberse World, Aqua told Earth to think carefully on where he stands about humans, and that the Cyberse World would break apart soon. Since the attack on Cyberse World destroyed it rather than broke it apart, Ai and Earth are unsure what her warning meant.
*[[Villain With Good Publicity]]:Implied with the SOL Technology Inc. They are a Mega Corp. whose main source of power comes from the Cyberse, their executives minus Akira (who is still lower in the company hierarchy anyways) are suspiciously unwilling to make any contact with the public and seemingly using Akira as an unofficial spokesman of sorts. The one and only other person they've contacted other than Akira is Ema, but she is a mercenary. Other than that they always show up as giant holographic projections of chess pieces and have yet to show their real appearances, despite such odd secrecy is obviously excessive. To wrap it up, Hanoi is explicitly referring to the Cyberse - the company's main source of power - as something dangerous and all of Hanoi's higher-ups shown are presented as fully committed to their stated goal of destroying it.
*[[White and Gray Morality]]:Playmaker and Akira's Duel in a nutshell. Akira stands in Playmaker's way, promises to bring a closure to the Lost Incident/Hanoi Project, and attempts to convince him to give up on the idea of revenge, let go of his past hurts and enjoy his present, normal life in happiness. Playmaker, on the other hand, bears no mal intent towards Akira and doesn't hold it against him for being dismissive of the idea of revenge, but he refuses to relent regardless and will do anything to enact revenge on get back at those responsible for said ten-year old incident.