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Takehiko Inoue

My Viz 25

May 5, 2011 by David Welsh

Viz is celebrating will celebrate its 25th anniversary this summer, which is quite an accomplishment. Given how many English-language manga publishers have fallen away over time, you have to give Viz credit for sticking around, no matter how well resourced they may be. They’ve always struck me as grown-ups and professionals, which certainly helps. Beyond that, I appreciate the range of material they’ve published over time and that they continue to try and publish.

So, in preparation for the milestone, I thought I’d list 25 of my favorite Viz manga. It’s impressive that it was actually difficult to limit this list to 25, and I ended up having to institute a one-title-per-creator rule to make it possible. Here they are in alphabetical order:

  1. 20th Century Boys, written and illustrated by Naoki Urasawa: my favorite of Urasawa’s paranoid thriller, because it’s as frisky and funny as it is suspenseful.
  2. A, A1, written and illustrated by Moto Hagio: dreamy science fiction about people with too many feelings for the universe to contain.
  3. Benkei in New York, written by Jinpachi Mori, illustrated by Jiro Taniguchi: beautifully drawn (because it’s Taniguchi) and slyly written noir tales of a mysterious Japanese man in the Big Apple.
  4. Children of the Sea, written and illustrated by Daisuke Igarashi: some of the most viscerally absorbing art I’ve ever seen in a comic used to tell a solid environmental fable.
  5. Cross Game, written and illustrated by Mitsuru Adachi: simply the bet, funniest, most heartfelt sport manga I’ve ever read.
  6. The Drifting Classroom, written and illustrated by Kazuo Umezu: an elementary school gets blown into a dangerous wasteland, and everything falls apart in the most gruesome, hilarious ways.
  7. Even a Monkey Can Draw Manga, written and illustrated by Koji Aihara and Kentaro Takekuma: much more than a parody of instruction manuals, it’s a hilarious take-down of the form itself and the sausage-factory elements that can produce it.
  8. Fullmetal Alchemist, written and illustrated by Hiromu Arakawa: a great shônen adventure series with some of the crispest, most focused storytelling you’re likely to find in this category.
  9. GoGo Monster, written and illustrated by Taiyo Matsumoto: gorgeous art used in service of an imaginative, emotionally complex story, beautifully packaged for bonus points.
  10. Hikaru no Go, written by Yumi Hotta, illustrated by Takeshi Obata: the series that will make you ask how a comic about a board game can be so exciting.
  11. Honey and Clover, written and illustrated by Chica Umino: art-school students give a master class in mono no aware.
  12. House of Five Leaves, written and illustrated by Natsume Ono: elegant, character-driven examination of a group of kidnappers in Edo era Japan.
  13. I’ll Give it My All… Tomorrow, written and illustrated by Shunju Aono: one of the few comics about losers trying to make comics that I can truly love, because Aono knows he’s writing about a loser and spares his protagonist virtually nothing.
  14. Maison Ikkoku, written and illustrated by Rumiko Takahashi: further evidence, as if it was needed, that Takahashi is queen of the well-told situation comedy.
  15. Nana, written and illustrated by Ai Yazawa: the lives and love of two very different young women who share the same name and an enduring friendship through life’s ups and downs in rock-and-roll Tokyo.
  16. Oishinbo, written by Tetu Karia, illustrated by Akira Hanasaki: gone too soon, but much appreciated for its food-obsessed tour through Japan’s culinary culture.
  17. One Piece, written and illustrated by Eiichiro Oda: an absolutely magical blend of high adventure, low comedy, heartbreaking drama, and whatever the hell else Oda feels like throwing into the mix.
  18. Ôoku: The Inner Chambers, written and illustrated by Fumi Yoshinaga: an engrossing alternate universe where most of the men have died, leaving the survivor to sly, courtly intrigue and surprising emotional brutality.
  19. Phoenix, written and illustrated by Osamu Tezuka: a sprawling example of Tezuka at his peak.
  20. Real, written and illustrated by Takehiko Inoue: as smart and sensitive as it is gorgeous and visceral, telling the stories of wheelchair basketball players.
  21. Sand Chronicles, written and illustrated by Hinako Ashihara: heartfelt melodrama about a girl’s troubled journey from early adolescence to womanhood.
  22. Saturn Apartments, written and illustrated by Hisae Iwaoka: another example of why I love slice-of-life science fiction with down-to-earth people in out-of-this-world circumstances.
  23. Secret Comics Japan, written and illustrated by various artists: long before Ax came this wooly and marvelous collection of alternative manga shorts.
  24. Sexy Voice and Robo, written and illustrated by Iou Kuroda: a nosy girl drags a hapless guy into her sometimes-perilous odd jobs snooping for a retired mobster, offering great variety of tones but consistently sharp observations about human nature.
  25. Uzumaki, written and illustrated by Junji Ito: because you always love your first Ito manga best, and this one is an excellent representation of his horrifying work. Of course, if Viz had published Tomie first…

What are your favorite Viz series? If you’d rather post a similar list at your own blog, I’d love to read it (and link to it). Otherwise, let loose in the comments.

 

Filed Under: DAILY CHATTER Tagged With: Ai Yazawa, Chica Umino, Daisuke Igarashi, fumi yoshinaga, Iou Kuroda, Josei, Junji Ito, Kazuo Umezu, Mitsuru Adachi, moto hagio, Naoki Urasawa, Osamu Tezuka, Rumiko Takahashi, Shogakukan, shojo, Shonen, Taiyo Matsumoto, Takehiko Inoue

Tidbits: Shonen Jumpin’ Jehosaphat

April 11, 2011 by Michelle Smith

Sometimes I just crave some shounen manga! Here, then, are a few short reviews of some shounen I have lately read: the third volume of Bakuman。, the 31st through 34th of Bleach, the second of Genkaku Picasso, and the thirteenth through fifteenth of Slam Dunk. All are fairly recent releases and all published under VIZ’s Shonen Jump imprint; Bakuman。 and Genkaku Picasso also have new volumes due out in May.

Bakuman。3 by Tsugumi Ohba and Takeshi Obata
This was my favorite volume of Bakuman。 so far!

It begins with Mashiro and Takagi struggling to create a mainstream battle manga, over the objections of their editor, because they believe this is the ticket to popularity in Shonen Jump. They improve a lot between attempts, but in the end, Takagi requests some time alone over summer break to think of a new story, leaving Mashiro free to work as an assistant for Eiji Nizuma, their rival.

Melinda Beasi adores Eiji, and when he first appeared in this volume I was wondering how that could be, since he comes across as bratty and weird. Once you get to know him, though, it turns out he’s actually kind of endearing. He simply says what he thinks, and is incapable of being malicious or devious. After watching him happily and genuinely soak up feedback from his assistants—apparently his editor at Jump is too in awe of his genius to offer any useful guidance—I kind of love him, too!

To top it off, we see some growth from the female characters. Miho makes some progress in her dream of becoming a voice actress, although right now she seems to be succeeding mostly on account of her good looks. Miyoshi comes up with the goal of being a novelist, though her primary function in this volume is to captivate Takagi with her general awesomeness and make Mashiro doubt that his partner is working on the promised story at all.

In the end, the future of the partnership appears to be in jeopardy, even though both guys have independently hit upon the idea of a detective manga as the way to go. I’ve always found this series interesting for its inside glimpse into the publication process, but now I’m starting to find it interesting for the characters, as well. I eagerly await volume four!

Bleach 31-34 by Tite Kubo
You might not think that battles against creepy supernatural foes with bizarre powers could be boring, but it turns out that Bleach somehow manages it.

Volumes 31 through 33 are chiefly comprised of fights against weird-looking dudes during which nearby structures often go “boom” and crumble. It’s pretty much impossible to tell what’s going on, so I just sort of coast along until there’s a panel that shows someone actually being hurt by something. There are but two bright spots in these volumes. One is the predictable but still gratifying revelation that Nel, the toddler who’s been accompanying Ichigo in his journey across Hueco Mundo, is actually a badass (and buxom) former Espada. The second is an honestly riveting scene in which a hollowfied Ichigo appears before Orihime for the first time and terrifies her.

Things improve a bit in volume 34 with the timely arrival of some Soul Reaper captains. Okay, yes, their explanation for their arrival is pretty flimsy, but I will accept any excuse if it means Byakuya will be around. This also leads to a crazy battle of one-upsmanship between one of the stranger Soul Reapers, Kurotsuchi, and his Arrancar opponent. It goes something like this:

Arrancar: Fear my leet skills! I will turn your innards into dust!

Kurotsuchi: Oh, actually, I infected [Uryuu] with surveillance bacteria the last time we were fighting, so I’ve been watching your battle and, aware of your abilities, have replaced all my insides with fakes. Too bad. Now my gloopy pet will eat you.

Arrancar: Lo, I have been et. But before that happened I implanted [Nemu] with my egg, which will hatch and grow a new me! Plus, there are bits of me still in your pet, which will allow me to use it to attack you.

Gloopy pet: *splat*

Kurotsuchi: Oh, but before you did that I programmed my pet to self-destruct if anyone ever tried to use it against me. Also, I filled Nemu’s body full of drugs for the same reason, so now you’re going to see everything in extreme slow mo while I kill you.

Arrancar: Crap.

Honestly, it’s so outrageous one kind of can’t help admiring it!

Genkaku Picasso 2 by Usamaru Furuya
I really wish I could like Genkaku Picasso more. Mostly this is because Usamaru Furuya’s art is really impressive—true, in their normal states the characters don’t look all that exciting (and the lip-glossy sheen on the boys’ lips is somewhat distracting) but the illustrations created by artistic protagonist Hikari Hamura are detailed and gorgeous, and I like that Furuya continues drawing in that style when Hikari and his ghostly advisor, former classmate Chiaki, enter into the drawings in order to help solve the problems plaguing their classmates.

The problem is that I just don’t like any of the characters! Hikari is creepy, anti-social, and perverted, and is always reluctant to help out his classmates, putting Chiaki in the role of always being the one who reminds him that he has to help them, otherwise he’s going to rot away. (He cheated death in volume one and this is the manner in which he must pay for that.) I could possibly like Chiaki if she were given something to do besides pester Hikari all the time, but that’s not the case.

The manner in which the classmates are helped by Hikari and Chiaki is also odd. The pair enters a drawing based on the “heart” of said classmate and attempts to figure out what is worrying them. One boy has created a fictional girlfriend, for example, while another girl sees herself as a mecha rather than an actual girl. While inside the drawing, Hikari and Chiaki attempt to reason with the classmate, while in the real world, the classmate answers them aloud, making them look totally freaking crazy to the people who happen to be around. If I was hanging out with my friend and he began to break up with his imaginary girlfriend right in front of me, I think I would be quite alarmed.

That said, there is one bright spot in this volume—the tale of Yosuke, a girl born in a body of the wrong gender. Perhaps it’s a little too optimistic, but I liked it anyway, especially the fact that the “heart” of the transgender kid is the calmest and healthiest place we’ve seen yet.

If Genkaku Picasso were any longer, I might not continue it, but since there’s only one volume left, I shall persevere.

Slam Dunk 13-15 by Takehiko Inoue
Ordinarily, if a series took two-and-a-half volumes to cover less than an hour of action, I might be annoyed. Not so with Slam Dunk, which takes that long to finish Shohoku High’s exciting prefectural tournament match against Kainan, a team that has made it to Nationals every year in recent memory.

There’s an interesting phenomenon that occurs when one reads Slam Dunk. Hanamichi Sakuragi, the hot-headed protagonist, has matured somewhat since the beginning of the series, though he’s still inclined to proclaim himself a genius at every opportunity. Hence, it’s pretty satisfying to see him humbled, and to watch him realize that he hasn’t yet got the skills to carry the team or hog the spotlight. And yet, there comes a point where the humbling has been sufficient, and one wants to see him triumph.

When Captain Akagi sprains his ankle during the game, Sakuragi, realizing how immensely important this game is to Akagi, does his best to fill the captain’s shoes. How can you not root for someone trying so hard to make someone else‘s dream come true? Yes, it’s the talented Rukawa who is single-handedly responsible for tying up the game by halftime, but Sakuragi is just trying so damned hard that his bluster actually becomes a source of strength for his teammates. When he finally makes an impressive slam dunk in front of a cheering crowd, I convince that I got a little sniffly.

Shohoku ends up losing the game, though this doesn’t put them out of the running for Nationals just yet. The disappointing experience makes Sakuragi more serious than ever before and he returns to school with a shaved head (as penance for an unfortunate mistake during the final seconds of the game) and a fierce desire to improve.

Why do I love sports manga so much? I’m honestly not sure I can articulate it, but with Slam Dunk part of it is the fact that the hero, who previously had no goals in life, has found a place to belong and something to care about. That kind of story pushes my personal buttons in a big way.

Review copies for Bakuman。, Genkaku Picasso, and volume fourteen of Slam Dunk provided by the publisher.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, Takeshi Obata, VIZ

Tidbits: Shonen Jumping for Joy

October 17, 2010 by Michelle Smith

Welcome back to Tidbits, a new feature for shorter reviews! This time I take a look at three continuing series from VIZ’s Shonen Jump imprint. First up, it’s volumes 28-31 of One Piece, followed by volumes 9-12 of Slam Dunk and a single volume (the third) of the aesthetically pleasing Tegami Bachi: Letter Bee.

One Piece 28-31 by Eiichiro Oda: B+
Volumes 28-30 consist almost entirely of fighting, as the forces of the all-powerful “Kami” of Skypiea, Eneru, clash with the Shandians (fighting to regain their lost city), while the Straw Hat pirates (just lookin’ for some gold) are caught in the middle. Eneru, as it turns out, has staged the whole thing as a survival game, and figures that after three hours, only five of the original 81 combatants will survive. After this, we get periodic updates as to how many remain, a device I found strangely satisfying.

Although some of the battles are between characters we’ve never seen before, those encounters are usually brief. While Luffy spends the entirety of volume 29 stuck inside a giant serpent, many of the other Straw Hats get a chance to shine, especially Chopper and Robin, whose battles with Eneru’s minions show off the versatility of their respective powers. Nami, too, gets more experience using her new weapons and Conis, a resident of Skypiea, marshals her courage to defy the Kami and warn the people of his plans to destroy the island. There’s been some discussion lately about manga that passes the Bechdel Test, and these volumes exemplify why One Piece does so with flying colors.

Speaking of Robin, I am liking her more and more. This is the first time we’ve really seen her on her own and though it’s always been evident how intelligent and competent she is, it’s nice to see she’s also trustworthy and kind of a badass. She’s generally reserved but is passionate about archaeology, and through her we begin to get hints about a 100-year gap in the history of the world, something that could turn out to be huge. At one point she references “the unspoken history that the land below has ceased to talk about,” and later discovers that Shandora “fought against the enemy.” Thirty volumes in and we’re just starting something so big and potentially awesome? Oda, I think I love you.

After Eneru puts in motion his plan to destroy Skypiea, a mass exodus of its residents ensues. Volume 31 departs from the present panic to flesh out the history of the island and how it ties in with Mont Blanc Noland. This is actually the best part of the Skypiea arc so far and explains quite a few things while being a durn good story in and of itself. The arc doesn’t quite wrap up here, but now that I fully understand the significance of the golden bell in the city of Shandora, I care a lot more about the outcome than I have done in recent volumes!

Slam Dunk 9-12 by Takehiko Inoue: B+
It takes some willpower not to devour each new release of Slam Dunk, but it’s so immensely satisfying to read multiple volumes back-to-back that the wait is worth it!

Volume nine marks the start of the Kanagawa Prefectural Tournament, in which the Shohoku team is able to take part thanks to Hanamichi’s friends taking responsibility for the on-court brawl that occurred in the previous volume. Shohoku is underestimated at first, but the return of Miyagi and Mitsui to the team—both of whom are greeted with somewhat awed recognition from the crowd—makes them a force to be reckoned with. They progress steadily through the tournament, eventually ending up in the final four against Kainan, a school that has made it to Nationals sixteen years in a row.

Hanamichi is his usual annoying self to begin with, demanding that the ball be passed to him and proclaiming himself a genius at every opportunity. After fouling out in each of the first four games, and after recognizing the skills and strengths of his teammates, he finally realizes that he’s not such hot stuff after all. Despite occasional relapses, this marks a real turning point for Hanamichi, as he is able to accept tutelage more readily and function better as a part of the team. For example, though he originally harbored dreams of outscoring Rukawa, once he makes snagging rebounds his focus instead, he’s able to contribute a great deal to Shohoku’s success. His progress and maturation combined with a slightly more humble attitude go a long way toward making him more likable, and it’s quite touching when he gets his first rousing cheer from the crowd.

Structurally, Slam Dunk is very similar to The Prince of Tennis. Though I love the latter a lot, Slam Dunk is the more exciting read, a fact I’d chalk up to the nature of the sport. In tennis, our lead characters battle either singly or in pairs against their foes, while the rest are relegated to commentary until it’s their turn. Here, all the principle characters are on the court at the same time, which gives more immediacy to the way they’re able to motivate each other. True, the characters in Eyeshield 21 all play simultaneously, too, but because basketball moves at a faster pace than football, the effect here is exhilarating, bordering on addictive.

Unfortunately, there’s no more Slam Dunk due until December! Perhaps I’ll investigate whether Inoue’s more dramatic basketball manga, REAL, can help stave off the cravings.

Tegami Bachi: Letter Bee 3 by Hiroyuki Asada: C+
Tegami Bachi: Letter Bee is the story of Lag Seeing, a twelve-year-old boy who has just become a Letter Bee (government mail carrier) in the perpetually dark country of Amberground, inspired by Gauche Suede, a Letter Bee he met five years ago. Lag had hoped to reunite with Gauche, but after learning that his hero disappeared six months after he last saw him, he meets with Gauche’s sister, Sylvette, and promises to find out what happened to her brother.

Gauche was by far the more interesting of the two characters featured in volume one, so it’s nice to get a few glimpses of him here. These tibits—and the bonus story about reuniting an aging dingo (animal companion) with the Letter Bee he faithfully served—are the best things about the volume. Lag is still not a very interesting protagonist and I’ve grown to pretty much hate his dingo, Niche. I’m sure she’s intended to be comic relief, but the story would be better served by cutting her unfunny antics and devoting that page space to clarifying the narrative, which is still going on and on about the importance of “heart.”

Back in January when I reviewed volume two, I said I’d give Tegami Bachi one more chance to win me over. As problematic as the series continues to be, after what we learn about Gauche’s disappearance and mysterious memory loss in this volume, I can’t imagine myself stopping without learning what happened to him. I don’t think this counts as “won over” so much as “minimally intrigued,” but either way, I’ll probably keep reading.

Review copies for volumes nine, eleven, and twelve of Slam Dunk provided by the publisher.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Slam Dunk 8 by Takehiko Inoue: B+

February 8, 2010 by Michelle Smith

slamdunk8After an admirable performance in an exhibition game against a tough rival, the Shohoku High basketball team is ready to get back to practice, but a gang of thugs with a grudge against team member Ryota Miyagi makes that impossible. They invade the court with the intent of starting a brawl that’ll get the Shohoku team disqualified from competition. Just when the thugs have been beaten back, with help from Hanamichi’s pals, assistant captain Kogure reveals that the lead punk, Mitsui, was once a promising member of the team.

What follows is a multi-chapter tale of hubris, wounded knees, and wasted potential, and it might perhaps seem rather pointless if not for all the heartfelt emotion on display and the certainty that Mitsui will once again rejoin the team. Kogure, typically very mild in manner, shows he’s tougher than he looks while Mitsui does the opposite when confronted by Coach Anzai, whom he dearly loves and respects.

All in all, there’s very little actual basketball in this volume but there is a lot of team building, which makes for a very enjoyable reading experience.

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Slam Dunk 3-7 by Takehiko Inoue: B

February 6, 2010 by Michelle Smith

slamdunk3How did I let myself get a whole year behind on Slam Dunk?! Of course, the upside to such a monumental lapse is having half a dozen volumes to gobble up back-to-back!

At the end of the second volume, hot-headed protagonist Hanamichi Sakuragi impressed team captain Akagi by declaring himself “a basketball man” in answer to pressure to join the judo team. As a reward, Akagi decides that Hanamichi (who has been learning the fundamentals of dribbling, passing, et cetera) is now ready to learn to shoot. To Hanamichi, of course, this means the slam dunk, but what Akagi has in mind is a more common shot, the layup. Even though Hanamichi practices a good deal on his own, he’s just not getting it until Haruko, the object of Hanamichi’s affections, gives him some pointers. Meanwhile, the Shohoku High team prepares for an exhibition game against Ryonan, a school with an incredible team.

slamdunk5The game against Ryonan—which spans all of volumes four and five and the first third of volume six—is nothing short of riveting, even though Hanamichi is incredibly, incredibly obnoxious throughout. His cockiness wouldn’t grate so much if, like Ryoma in Prince of Tennis, he actually had the skill to back up his claims. Still, his overwhelming confidence does help the team in a few crucial moments and they hold their own extremely well. One of the things I love about sports manga is how the mangaka can quickly create interesting opponents for our team, and Inoue does so here with Ryonan’s ace, Sendoh, who must work much harder against Shohoku than he ever anticipated and enjoys himself much more as a result.

After the exhibition game, Shohoku sets their sights on the district preliminaries and the road to nationals. At the same time, Ryota Miyagi, a second-year student who’d been hospitalized after being injured in a fight, returns to the team. He and Hanamichi butt heads at first until they discover a shared lack of success with the ladies and quickly become buddies. Alas, some thugs have a grudge against Ryota and the basketball team, and a brawl on the court ensues that could disqualify them from competition.

slamdunk7I’m hopeful that the introduction of Ryota marks the start of a Hanamichi I’ll be able to like. Somehow, Hanamichi doesn’t feel the need to exert his prowess over Ryota and is able to receive instruction from him without being a moron about it. It’s extremely gratifying! And even if I find Hanamichi annoying, there are plenty of other characters for me to like. My favorite is Kogure, the mild-mannered assistant captain, but I’m also fond of Yohei Mito, Hanamichi’s right-hand henchman, who is sweetly protective of his friend’s newfound passion and unforgiving of those who would spoil it for him.

Inoue’s art may not be very pretty in Slam Dunk, but it’s extremely easy to follow where games are concerned. I never once had a question about who had passed to whom, or even whether the ball bounced before someone caught it; it must be hard to depict movement so gracefully, but Inoue really excels at it. The “bonus NBA content,” which I assume is provided by VIZ, has also proven to be more interesting than I thought it would be. I admit that I skip the player profile in each volume, but the second page includes all kinds of tips about strategy, and I find it both educational and entertaining. I never actually knew, for example, that the point guard was the fastest member of the team.

If you’re looking for a completely fun and addictive sports manga, Slam Dunk will definitely fit that bill. I’d like it more if Hanamichi weren’t so irritating, but I have hopes that he’ll gradually mature and, in the meantime, there are a lot of other positives to keep me reading!

Review copies for volumes 5-7 provided by the publisher.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Real, Vols. 1-4

May 3, 2009 by Katherine Dacey

real4Slam Dunk may have been the series that put Takehiko Inoue on the map and introduced legions of Japanese kids to basketball, but for me, a long-time hoops fan who grew up watching Larry Bird lead the Celtics to numerous NBA champtionships, Slam Dunk was a disappointment, a shonen sports comedy whose goofy hero desperately needed a summer at Robert Parrish Basketball Camp for schooling in the basics. Real, on the other hand, offered this armchair point guard something new: a window into the fiercely competitive world of wheelchair basketball. Watching Inoue’s characters run a man-to-man defense and shoot three-pointers from their chairs gave me a fresh appreciation for just how much strength, stamina, and smarts it takes to play the game, with or without the use of ones’ legs.

Much of the series’ appeal lies with Inoue’s superb draftsmanship. As he does in both Slam Dunk and Vagabond, he immerses us in the action, making us feel as if we’re on the court with his characters, bumping rims and talking trash. No detail is squandered; even a close-up of a character’s eyes or hands helps us picture where his teammates are on the court, and imagine how the play might unfold.

…

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Filed Under: Manga Critic Tagged With: Seinen, Takehiko Inoue, VIZ

Real, Vols. 1-4

May 3, 2009 by Katherine Dacey

Slam Dunk may have been the series that put Takehiko Inoue on the map and introduced legions of Japanese kids to basketball, but for me, a long-time hoops fan who grew up watching Larry Bird lead the Celtics to numerous NBA champtionships, Slam Dunk was a disappointment, a shonen sports comedy whose goofy hero desperately needed a summer at Robert Parrish Basketball Camp for schooling in the basics. Real, on the other hand, offered this armchair point guard something new: a window into the fiercely competitive world of wheelchair basketball. Watching Inoue’s characters run a man-to-man defense and shoot three-pointers from their chairs gave me a fresh appreciation for just how much strength, stamina, and smarts it takes to play the game, with or without the use of ones’ legs.

Much of the series’ appeal lies with Inoue’s superb draftsmanship. As he does in both Slam Dunk and Vagabond, he immerses us in the action, making us feel as if we’re on the court with his characters, bumping rims and talking trash. No detail is squandered; even a close-up of a character’s eyes or hands helps us picture where his teammates are on the court, and imagine how the play might unfold.

The other thing that Real does incredibly well is give us a window into its characters’ emotional lives, something that the antic, frantic Slam Dunk never pauses to do. (In Inoue’s defense, I don’t expect a shonen comedy to shed much light on its hero’s interior life, especially one as dense and single-minded as the flame-haired Hanamichi Sakuragi.) Its three principle characters—Togawa Kiyoharu, a track-and-field standout whose promising career was snuffed by bone cancer, Nomiya Tomomi, a high school dropout responsible for paralyzing a girl in a motorcycle accident, and Takahashi Hisanobu, a high school basketball star sidelined by a spinal cord injury—are complex individuals whose foul tempers and bouts of self-loathing make them seem like ordinary people coping with extraordinary circumstances, rather than cardboard saints.

Consider Takahashi. Until the day he was hit by a truck, Takahashi embodied the big-man-on-campus stereotype, leading the basketball team, dating several girls at once, acing his exams, and enforcing the school’s social pecking order by ruthlessly hazing weaker students. The accident robs him not only of his mobility, but also his identity; Takahashi predicated his entire sense of self on what others thought of him. Once confined to a bed, however, he lashes out at anyone who shows him kindness: how dare these C- and D-list folk offer him pity? (In one of the series’ only running jokes, Takahashi evaluates everyone on a five-point scale, including the tough, homely nurse assigned to his ward. She rises in his estimation after ticking off a long list of American boyfriends.) As he begins the grueling process of rehabilitation, Takahashi’s sense of self is further undermined by the realization that learning to move again will require discipline, something he lacks. (In fact, Takahashi held his more disciplined teammates in contempt, viewing their work ethic as a sign of weakness.) His fear and anger begin curdling into self-pity, leaving him physically and emotionally paralyzed.

Degraded as the character may seem, however, Inoue never invites us to pity Takahashi. We feel his sense of loss and futility, yet it’s clear from Takahashi’s repellent behavior that he still has a strong will to live, giving us hope that his journey will end in redemption. What isn’t so obvious is how Takahashi will get his groove back, as Inoue doesn’t draw neat draw parallels between his story and Kiyoharu’s. (Nomiya, the dropout, emerged from his accident unscathed, and faces a somewhat different battle than the wheelchair-bound Takahashi and Kiyoharu.) Though it’s frustrating to wait and see what will happen to Takahashi, the slow and almost haphazard way in which his story unfolds gives the narrative a true-to-life rhythm that mitigates against a pat, uplifting resolution to the drama.

Inoue may take his time developing each character’s backstory, but he’s surprisingly efficient at establishing their personalities in just a few panels. The opening two pages of volume one, for example, speak volumes about Kiyoharu:

realpage1

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Through a combination of facial gestures and body language, those first five panels capture Kiyoharu’s fierce determination and incredible physical strength — he’s a consummate athlete pushing his body to its limits. Inoue then pulls back from Kiyoharu’s hands and face to reveal a lone figure dwarfed by an empty gymnasium. Kiyoharu’s discipline may make him a first-class basketball player, but as this image suggests, that discipline isolates him from other people — a theme that Inoue develops in volumes three and four, when Kiyoharu estranges his teammates with a grueling practice schedule and tough talk about winning.

Viz has done a terrific job of packaging Real, wrapping each issue in a beautifully designed cover and printing the artwork on creamy, high-quality paper that makes both the grayscale and full-color images pop. (I’m not really sold on the French flaps’ utility, though they certainly look cool.) John Werry’s fluid translation gives a distinct voice to each of the three principles — no mean feat, given how belligerent all three of them can be. Each volume includes a helpful set of cultural notes, as well as sidebars explaining the rules of wheelchair basketball; if anything, the American edition might have benefited from a more extensive appendix at the end of each volume.

I’m hoping that the deluxe presentation will encourage folks to give Real a try, regardless of their interest in basketball. It’s a sports story for those of us who care more about good writing and good artwork than the inner workings of a zone defense. But if you like to wax poetic about the Celtics/Lakers rivalry of yore, Real is your kind of series, too, as it will remind you just how beautiful the game can be when played with passion.

Review copies provided by VIZ Media, LLC.

REAL, VOLS. 1 – 4 • BY TAKEHIKO INOUE • VIZ • RATING: OLDER TEEN (16+)

 

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Basketball, Sports Manga, Takehiko Inoue, VIZ, VIZ Signature

Slam Dunk 2 by Takehiko Inoue: B+

February 9, 2009 by Michelle Smith

Volume two of Slam Dunk sure has been a long time coming! When we left off in volume one, hot-headed Sakuragi had grown frustrated with fundamentals training and quit the team. We pick up the story with Sakuragi regretting his decision, and he soon returns to practice after quickly polishing off a thug who’d been spoiling for a fight.

Although Sakuragi is still as clueless and boastful as before, he’s slightly less annoying than he used to be because he is starting to become interested in the sport more for its own sake than as a way to secure Haruko’s affections. Like a good shonen hero, his rate of improvement exceeds everyone’s expectations and he manages to impress the coach during an intra-team practice match despite needing to learn a special lesson about the value of teamwork.

The supporting cast gets a little more attention in this volume, most notably Assistant Captain Kogure and the team manager, Ayako, though they’re mostly relegated to reacting to the actions of others’ and/or calling out the names of moves like “Fly swatter!” The intra-team match is the highlight of the volume, giving readers an idea of how cool an actual game will be once the story advances that far. I’m personally looking forward to it!

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Slam Dunk 1 by Takehiko Inoue: B

August 4, 2008 by Michelle Smith

Sakuragi has never been a hit with girls. In fact, in three years of junior high he amassed an impressive fifty rejections! Now in his first year of high school, he once again believes he’s met the girl of his dreams. Haruko loves athletes, and basketball in particular, so to win her affections, Sakuragi becomes determined to join the school team.

This aim is complicated by Sakuragi’s overwhelming, almost painful stupidity and violent outbursts of temper. He mouths off within earshot of the captain (who also happens to be Haruko’s older brother) and publicly humiliates him in a basketball contest. Though he manages to control himself long enough to get onto the team, he is quickly frustrated by fundamentals training and ends up storming off the court in a huff.

I know Slam Dunk is a classic of sports manga, a genre I really like, but I didn’t enjoy it quite as much as I thought I would. Most of that has to do with Sakuragi’s temperament, though, so I’m hopeful that as he’s forced to learn discipline and teamwork, the ignorant boasting and random karate chopping will gradually subside. The actual playing and practicing of basketball is great fun to read, another reason I assume my enjoyment will increase in future installments.

I was both impressed and a little confused by Inoue’s artwork. The style is by turns realistic and comedic, and though sometimes it borders on unattractive, there are definitely moments of greatness. A page and a half spread of the basketball court is a particular standout; the way the panel is framed does an excellent job in conveying the size and height of the room.

The confusion stems from several characters that appear to be of African descent. Their names are Japanese, though, and one of them is Haruko’s brother, so I am assuming they’re not supposed to be a different ethnicity than their peers. I was also struck by the resemblance of one of Sakuragi’s buddies to the late Robert Goulet. Consider the evidence:

A number of extras are included in this volume, all without deviating from the standard Shonen Jump price of $7.99. The first chapter is printed entirely in color, and a glossy color section in back includes a profile of a real-life NBA superstar and some tips on how to perform a slam dunk. And a sticker!

I liked this okay, and I’m confident I’ll like the rest more. It’ll be a long wait until volume two–due out in February–but Viz recently announced that a new series is due to replace Slam Dunk in the magazine come March, so the frequency of releases ought to increase in the near future.

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: Books Tagged With: Shonen Jump, Takehiko Inoue, VIZ

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