A mercenary job that should be simple becomes a cascading pile-up of competence colliding with competence, each character knowing exactly what they're doing and still walking into chaos. The action sequences treat gunplay like a puzzle where bodies move through space instead of just pointing and shooting. What makes it land is the total absence of self-seriousness: this thing knows it's absurd and leans into the fun of watching professionals fail spectacularly at something straightforward, then recover, then fail differently.
Mikura works for a scrappy mercenary outfit that takes on jobs nobody else will touch. When a wealthy baseball magnate becomes their target, the team realizes they've bitten off more than expected. The guy has serious mob connections, and his daughter Momomi isn't just protection: she's a sharpshooter who knows how to handle herself in a fight. What should be a straightforward kidnapping spirals into something messier, funnier, and way more chaotic than anyone planned. The crew has to improvise constantly, playing cat-and-mouse with both organized crime and a determined young woman who refuses to make their job easy. There's genuine chemistry between the team members, and the action sequences crackle with energy even when plans fall apart spectacularly. The tone shifts between slapstick comedy and actual gunfights without losing momentum. If you want action that doesn't take itself too seriously and characters who feel like they're making it up as they go, this delivers. It's lean and propulsive, designed to entertain rather than bore you with exposition.