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Manga Bookshelf

Discussion, Resources, Roundtables, & Reviews

Features & Reviews

Blood Alone, Vols. 1-3

May 14, 2011 by Katherine Dacey

In his essay Moe: The Cult of the Child, Jason Thompson argues that one of the most pernicious aspects of moe is the way in which the father-daughter relationship is sentimentalized. “Moe is a fantasy of girlhood seen through chauvinistic male eyes,” he explains, “in which adorable girls do adorable things while living in questionable situations with adult men.” The idealized “daughters” found in Kanna, Tsukuyomi: Moon Phase, and Yotsuba&! adore their “fathers” in an uncritical fashion, showering them with affection and trying — often unsuccessfully — to play the role of wife and mother, in the process endearing themselves to both the hero and the reader with their burnt meals, singed shirts, and sincere desire to please.

Blood Alone provides an instructive example of this phenomenon. The story focuses on Misaki, a young female vampire whose appearance and mental age peg her as an eleven- or twelve-year-old girl. Misaki lives with Kuroe, a twenty-something man who’s been appointed as her guardian — though in Yotsuba-eqsue fashion, the circumstances surrounding their arrangement remain hazy in the early volumes of the manga. When we first meet Kuroe, he seems as easygoing as Yotsuba’s “dad,” a genial, slightly bumbling man who supports himself by writing novels and moonlighting as a private detective. And if that isn’t awww-inducing enough, Kuroe’s first gig is to locate a missing pet, a job that Misaki takes upon herself to complete when Kuroe bumps up against a publisher’s deadline.

As soon as Misaki’s cat-hunting mission goes awry, however, we see another side of Kuroe: he’s handy with his fists, quickly dispatching a rogue vampire who threatens Misaki’s safety. Small wonder, then, that Misaki has a crush on her guardian; not only is he the kind of sensitive guy who writes books and rescues kitties, he’s also the kind of guy who goes to extreme lengths to protect his family.

If that were the extent of their relationship, Blood Alone would provide enough heart-tugging moments to appeal to moe enthusiasts without offending other readers’ sensibilities, but Masayuki Takano plays up the romantic angle to an uncomfortable degree. The most unsettling gambit, by far, is Kuroe and Misaki’s penchant for sleeping in the same bed together. That a grown man would even entertain such behavior is disturbing enough, but what makes it particularly egregious is that Kuroe rationalizes this arrangement because Misaki is afraid of “ghosts and monsters.” I think we’re supposed to find this endearing — a vampire who’s afraid of the dark! — but it serves to infantilize Misaki even more than her little-girl dresses, terrible cooking, and fierce jealousy of Sainome, the one adult woman in Kuroe’s life. If we only saw things from Misaki’s point of view, one could make a solid argument that Masayuki Takanao is deliberately showing us things through a distorted lens, but Takano’s narrative technique simply isn’t that sophisticated; Kuroe’s behavior — his solicitousness, his guilt — suggests that Misaki’s understanding of their relationship isn’t as far off the mark as an adult reader might hope.

This kind of confusion extends to other aspects of the manga as well. About one-third of the stories fall into the category of supernatural suspense. The dialogue favors information dump over organic revelation of fact, while the plot frequently hinges on characters suddenly disclosing a convenient power or revealing their vampire connections. Yet these chapters are more effective than the slice-of-life scenes, blending elements of urban fantasy, police procedural, and Gothic horror into atmospheric stories about vampires who use the anonymity of cities to hide among — and prey on — the living.

The rest of the series, however, is jarringly at odds with the suspenseful mood of these stories; we’re treated to numerous chapters in which very little happens, save a Valentine’s Day exchange of chocolates or a jealous spat. As a result, the series feels aimless; whatever overarching storyline may bind the supernatural element to the domestic is too deeply buried to give the series a sense of narrative urgency.

Art-wise, Blood Alone boasts attractive, cleanly executed character designs and settings, but stiff, unpersuasive action scenes. Backgrounds disappear when fists fly, and the bodies look like awkwardly posed mannequins, their legs and arms held away from the torso at unnatural angles.

The most distinctive element of the artwork is Takano’s willingness to abandon grids altogether, creating fluid, full-page sequences in which the characters’ faces play a similar role to panel boundaries and shapes in directing the eye across the page. In this spread, for example, Sainome gently teases Misaki about her relationship with Kuroe:

The undulating lines and overlapping images give these pages a pleasing, sensual quality, but what’s most striking is the way in which the strongest lines on the page point to Misaki’s eyes and mouth, showing us how difficult it is for Misaki to conceal her feelings for Kuroe. The wordless sequence below — in which Misaki waits for Kuroe to join her on a date — works in a similar fashion, using the direction of Misaki’s gaze to lead us through the proper sequence of events:

Though these two scenes are gracefully executed, they point to the biggest problem with Blood Alone: Misaki and Kuroe aren’t portrayed as ward and guardian, or brother and sister, but as star-crossed lovers whose age and circumstance make it impossible for them to fully express their true feelings for one another. Some readers may find their unconsummated romance heartwarming, the story of a love that can never be, but for other readers, Misaki and Kuroe’s relationship will be a deal-breaker, a sentimental and uncritical portrayal of an inappropriate relationship between a young vampire and her adult protector.

Review copy provided by Seven Seas.

BLOOD ALONE, VOLS. 1-3 • BY MASAYUKI TAKANO • SEVEN SEAS • 600 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Blood Alone, Seven Seas, Vampires

Take My Word for It by John Marsden

May 14, 2011 by Michelle Smith

From the back cover:
Lisa Morris could be the girl next door. She could be your cousin. She could be sitting behind you in class.

She could be you.

But Lisa, cool and beautiful Lisa, remote and private Lisa, has more going on in her life than anyone imagines.

Only her journal knows the truth about her life. Only her journal—and you.

Review:
This short little book functions as both companion piece and epilogue to Marsden’s So Much to Tell You, a (slightly better) book written as the journal of Marina, a silent, traumatized girl attending an Australian boarding school called Warrington. Take My Word for It presents the journal of Marina’s classmate, Lisa, who appears tough and cool in the eyes of others but has her own share of problems.

While I did enjoy reading Take My Word for It, I suspect it was never published in the US (I imported my copy from Australia) because it just doesn’t stand on its own very well. Lisa is a realistic character, and I have some sympathy for her struggle to accept the fact that her parents have divorced (which she believes is her fault) and that, as time goes on, the family is proceeding separately down paths that take them further and further away from the childhood home for which Lisa pines.

But the most interesting parts of this novel for me were the times we got insight into the other novel. Why, for example, did Lisa break down and cry at one point, sending Marina into a tizzy of worry and indecision? What does Marina actually look like? And, best, what happens after Marina finally speaks to her father? I guess I had expected the stories to end at the same point, but upon reflection, why would they conveniently do that? So, Marina comes back to school after seeing her dad over a break, and very gradually begins to talk to her dormmates. It’s nice, though I could’ve done without the dangled thread that Marina might leave Warrington, which Marsden never follows up on.

Like Marsden’s other protagonists, Lisa has a secret that she obliquely references while writing. In Marina’s case, we knew something had happened to her, but not what. Specifics were doled out sparingly and it was at least moderately suspenseful. In Lisa’s case, her secret is pretty obvious early on, so further attempts at cryptic hinting are just kind of annoying. On the plus side, she uses loads of interesting Australian slang, so I’ve learned several cool new words, like “dob” and “bludge.”

I sincerely doubt there’s any such thing as a lousy book by John Marsden, but this one, alas, is not my favorite.

Filed Under: Books Tagged With: John Marsden

License request day: Karechi

May 13, 2011 by David Welsh

Have I mentioned how much I prefer rail travel to the indignities of air travel? Have I mentioned how annoyed I get that there are so few rail options in my region of the country?

I’m certain I’ve mentioned how much I like comics about travel. I know there’s ample evidence that I like episodic, slice-of-life manga and would like to read more of it.

So it should come as no surprise that I’m very interested in a series called Karechi, written and illustrated by Kunihiko Ikeda and currently running in Kodansha’s Weekly Morning.

It’s set in the late 1960s and stars a conductor on the then-new high-speed rail line between Osaka and Tokyo. It’s about how Kenji Ogino helps individual passengers, and it’s also about how high-speed rail changed Japan. All evidence indicates that it’s nostalgic in tone, which is another plus for me. And you can even buy a reproduction of the lead character’s uniform.

Isn’t that dapper? I probably couldn’t walk through the club car on a moving train without it ending up looking like tie-dye, but that doesn’t diminish the uniform’s old-school elegance.

Now, I live in a country where governors actually turn down huge amounts of money to develop rail systems for reasons too baffling to credit. (My personal theory is that these governors’ oil-company overlords are petrified that people might actually use these rail systems instead of filling up their cars with gasoline.) But that doesn’t mean we can’t have a few volumes of comics about rail systems, does it?

It probably means exactly that, doesn’t it?

 

Filed Under: LICENSE REQUESTS Tagged With: kodansha, Seinen, Weekly Morning

From the stack: Maoh: Juvenile Remix vols. 4 and 5

May 12, 2011 by David Welsh

The good news: there’s nothing wrong with Maoh: Juvenile Remix (Viz) that Kazuya Minekura couldn’t fix. The bad news: Maoh: Juvenile Remix was created by Megumi Osuga.

Maoh, based on a story by Kotaro Isaka, has an interesting plot. A corporation is undertaking a neighborhood revitalization plan that basically involves razing the place and displacing the residents to make room for luxury high-rises. The corporation is opposed by a group of vigilantes led by an enigmatic and ostensibly charismatic figure named Inukai. Caught in the middle of these two forces is a high-school student named Ando who has the minor psychic power of being able to put his words into the mouths of others.

The story is packed with corrupt officials, hired killers, angry mobs, and generally seedy types. There are attempts at moral complexity and the angst of personal choice in a crumbling world. There’s a reasonable sprinkling of homoeroticism.

In other words, it reminds me of Minekura’s Wild Adapter (Tokyopop). Unfortunately, it also makes me wish I was reading Wild Adapter instead.

The main problem with Maoh is its leaden sincerity. Ando makes Hamlet look like a type-A personality, and his use of his “ventriloquism” is generally awkward and hard to follow. (How does forcing people to quote Kamen Rider protect you from mob violence?) The dialogue is almost always overblown, and Ando’s droning internal monologues may make you wish someone else was putting words in his mouth.

The promising plot is generally sacrificed to spectacle. The people of Nekota City seem even more prone to mob mentality than the denizens of Springfield, and it’s supposed to be chilling here instead of goofy and ironic. Inukai and his vigilantes seem to have no credible moral position, and their opponents in the Anderson Group are just greedy, which equates to “bad.” There are interesting arguments to be made in a story like this, but it’s just a frame for bombast in this case.

The quality of the art varies quite a bit. Some chapters have a sleek competence that resembles a combination of Takeshi Obata and Naoki Urasawa. A lot of the time, the pages seem like they’ve been finished in a hurry. I would describe the character design as patchy; I’ve seen many a manga assassin look ridiculous and still be terrifying, but Osuga doesn’t strike that balance. Some of the crowd scenes display too-strenuous attempts to achieve visual variety and end up looking like a community theatre musical chorus that was asked to provide its own costumes. Even the homoeroticism doesn’t help, as it frequently seems inadvertent, unless Osuga is trying to suggest what a cute couple Ando and his younger brother might be.

Maoh badly needs some of Minekura’s polish and slyness, but it has neither. It’s just lumpy and overly serious, with a waffling protagonist who lacks urgency. Hard as it tries to simulate it, Maoh lacks the sex appeal it needs to really be something.

(Based on review copies provided by the publisher.)

 

Filed Under: REVIEWS Tagged With: Shogakukan, Shonen, shonen sunday

Off the Shelf: Home again

May 11, 2011 by MJ and Michelle Smith 13 Comments

MICHELLE: Man, is it just me or does it feel like forever since we’ve done one of these? It always feels so… restful to return to our normal format!

MJ: It *does* feel like forever. It’s like coming home after an awesome but exhausting vacation.

MICHELLE: Let’s never stray again! Please put me further at ease by proceeding to describe what you’ve read this week!

MJ: Okay! First of all, I took a look at volume three of Shunju Aono’s I’ll Give It My All… Tomorrow from Viz’s SigIKKI imprint. I’ve reviewed both of the first two volumes of this series, the first for Examiner.com, and the second here on Off the Shelf, and my concern all along has been that not enough changes from volume to volume for the premise to sustain itself. I feared that I’d eventually tire of it, the way I have other ongoing comedy manga like Detroit Metal City. It’s the type of story that typically relies on the protagonist never actually getting anywhere, for if he does, the premise falls completely apart.

Imagine my surprise, when in volume three stuff actually happens. Seriously. Stuff happens. And not just any stuff, mind you, but exactly the stuff you think the author will never allow, by which I mean to say that the series’ hopeless schlub, Shizuo, actually gets ahead a little. It’s very well done, still funny, and actually kind of inspiring, which is not something I’d expected of a melancholy comedy like this one.

Some of the volume’s strongest scenes depict Shizuo’s dreaming dialogue with himself as he struggles with whether or not he should give up on his quest to be a published mangaka or resign himself to resuming his old, miserable life as a salaryman. These scenes are stark and rather touching, though there’s a real poignance to this entire volume that feels warmer towards its protagonist than it ever has before. A scene in which Shizuo determinedly takes on a temporary gig as another artist’s assistant especially springs to mind. It’s as though the author is leading us along the same path as Shizuo, and just as he’s beginning to believe that he can do something real, suddenly we can too. It’s really so well done.

Not that Shizuo’s troubles are over by any means, and his luck takes a less fortunate turn near the end. Still, it’s wonderful to see some actual forward motion in a series of this kind.

This is a terrific volume, and it’s finally got me really hooked on the series.

MICHELLE: I have never really been tempted to read this series before now, because I was sure it would be unrelentingly depressing and that I just wouldn’t find any of it funny. But stories in which a slacker and/or delinquent finds something to excel at and be passionate about are among my very favorites, so to hear that Shizuo actually gets a break piques my interest a little. I’m still not sure about it, but I’m at least more open to the idea of reading it than I was before

MJ: I thought this might get you at least a bit interested. I don’t know where the story’s ultimately going, but this really was a satisfying installment.

MICHELLE: I might wait until volume four, but if it continues to actually let Shizuo have some success, then I just might have to check it out.

MJ: So, what have you brought for our first night home? :)

MICHELLE: Both of my choices tonight are from VIZ, one each from the Shonen Jump and Shojo Beat imprints. From the former, I read the first two volumes of Nura: Rise of the Yokai Clan by Hiroshi Shiibashi. It’s the story of Rikuo Nura, who is 3/4 human and 1/4 yokai and is set to inherit leadership of the yokai clan his grandfather rules. Rikuo’s not thrilled by this, but neither are the yokai, who regard him as a weak human unfit to lead them.

The series gets off to an inauspicious start. Rikuo is targeted by another yokai who thinks he should’ve been the heir, and as a result, some of Rikuo’s classmates are in danger. This spurs Rikuo to transform into a far more competent yokai version of himself, who commands respect, rescues his classmates, and proclaims that he will claim the leadership role. The problem is that the story resets in chapter two and Rikuo, reverted to human form, has no memory of any of this. Random episodic chapters ensue in which Rikuo and some friends—who have, led by one particularly fervent kid, formed a paranormal research society—investigate things like abandoned buildings on campus and creepy dolls. Their activities cause them to fall prey to another scheming yokai, however, who lures them to a yokai-infested mountain. As volume two ends, Rikuo has transformed again and is about to deal with his enemy.

I’m honestly not sure yet what to think about Nura. It definitely has some things going for it. I’m pretty fond of the cast of supporting characters, especially the quirky servants who are closest to Rikuo. While some of these characters look like attractive humans, there’s quite a bit of diversity in character design among them. The idea that, under Rikuo’s leadership, the yokai clan might be rehabilitated into actually helping humans also has merit. The problem, though, is that Rikuo is completely overshadowed. Pretty much, he’s just a dull little kid whom readers endure for the promise of his cooler self showing up. Also, while Shiibashi does introduce a reasonably strong female character in the form of Yura, an onmyoji exorcist who has a family legacy of her own to live up to, within a few chapters she’s rendered helpless and in need of rescue.

Ultimately, Nura has enough potential that I’ll keep reading it, but it hasn’t quite won me over yet.

MJ: Bland protagonists can be the kiss of death for me, especially when it comes to shounen manga, but I do like the sound of the supporting cast. There are quite a few yokai-themed series out there these days, though. Do you think this holds up against the competition?

MICHELLE: It’s certainly not going to be as poignant as something like Natsume’s Book of Friends or anything, but the yokai in Nura are more developed than your average supernatural creature that exists only as hero-fodder. More than anything, these yokai remind me of the dokebi in the lovely manhwa Dokebi Bride, in which the supernatural creatures function as sympathetic helpers to our protagonist. Some of the yokai in this series aren’t so nice, but those who reside in the main house seem to have genuine affection for Rikuo and also get some of the best comedic lines.

MJ: That does sound a bit promising.

MICHELLE: Hai hai! So, what else have you got this balmy eve? (Is it balmy there? It’s balmy here.)

MJ: New England is rarely balmy in May, though the weather has been good for hiking. My heart is plenty balmy, though, after checking in with a long-running favorite, Park SoHee’s Goong. This is the eleventh of Yen Press’ volumes, though with the new omnibus format, I’ve lost track of where we’d be in the Korean releases.

This series is a soap-opera in all the best ways, and there is some pretty gratifying romantic action in this volume at long last. It’s been painful to watch the series’ main couple get in their own way, time and time again, and it’s nice to finally see them both grow up a bit, especially emotionally-impaired Shin. Things fall apart nearly as quickly as they come together, of course, but there’s a sense that real progress has finally been made.

Releasing these in double-length volumes is the best thing Yen Press could have done for this series, in my view. With so much more story included in each new volume, it’s easier to remember what’s happened from one volume to the next, since they each leave a much stronger impression. As a result, these volumes are smooth, smooth reading–a big plus in any romantic story, and especially with a romance as slowly-developed as Goong‘s. Though I’m still anxious for the next volume to come my way, there is enough here to keep me satisfied regardless of the wait.

Park’s artwork really shines here, keeping the relationships nuanced despite the sudsy plot, and her costuming just gets prettier and prettier with each passing volume. She obviously loves all of these characters, even the ones she’s written as semi-villians, and this is most apparent in her very expressive artwork.

Now if she’d only ax Eunuch Kong. *sigh*

MICHELLE: It might say somewhere in the fine print, but I am pretty sure that volume eleven of the Yen Press editions corresponds to volumes thirteen and fourteen of the original.

I am really eager to plunge back into Goong. Somehow, I still haven’t read past volume six! On the plus side, this means I have the ingredients for an awesome binge before me. I really must wholeheartedly endorse these omnibus releases.

I am, however, sorry to hear Eunuch Kong still exists. It seems like he’s the negative refrain anytime anyone mentions this series. Perhaps he’s funny if you’re Korean?

MJ: Maybe? Park seems to think he’s hilarious. Sadly, my thoughts of him are invariably violent.

You really do need to start a Goong binge. It’s just so enjoyable, even at its most painful.

MICHELLE: I think every time Eunuch Kong irritates me, I’ll just imagine you slapping him upside the head. That ought to help.

MJ: So tell me about that Shojo Beat title you mentioned!

MICHELLE: My second read was the third volume of the ever-charming The Story of Saiunkoku. Technically, this would probably be classified under the genre of historical fantasy, but really, it reads somewhat like a slice-of-life tale. Shurei Hong, once consort and tutor to the emperor, Ryuki, has returned home after successfully inspiring him to govern properly. Most of the money she earned for doing so has already been spent, however, and the upcoming summer storms will necessitate more repairs to the family home. The family’s financial situation inspires their servant, Seiran, to accept a job dealing with bandits and when Shurei is herself offered the chance to help out in the understaffed Ministry of the Treasury, she accepts.

The catch is that women aren’t allowed to hold government posts, so Shurei must disguise herself as a boy. Other shoujo series would focus on the act of disguise itself, and the plot would revolve around the heroine’s attempts to keep her gender under wraps. Not so with Saiunkoku! Instead, the emphasis is on what the experience means to Shurei—though it’s certainly rewarding to prove herself capable of handling the demanding work, it’s painful that it’s a job she’d never be permitted to perform under her own name, since girls are prohibited from taking the civil servant exam.

I must add that it’s refreshing to have a genuinely brilliant heroine. Not only does Shurei perform her work admirably and continue her studies in the evening, but she also demonstrates good basic common sense. Perhaps to some this would suggest that she’s dull, but she’s really anything but. I appreciated too that Seiran, heretofore a mostly quiet and handsome fixture, shows a more snarky and manipulative side.

There’s may no real plot here yet, but with a story like this, it’s all about living with the characters in their world, and that is a very enjoyable prospect indeed.

MJ: This: “Instead, the emphasis is on what the experience means to Shurei…” THIS. THIS. THIS. I love this about The Story of Saiunkoku. I love Shurei’s smarts and her dedication to civil service, despite the fact that she’s held back by the gender norms of her time. I haven’t read volume three yet, but now I’m so anxious to pull it off the shelf!

MICHELLE: There’s a really beautiful scene where she says, “What was once just a whimsical daydream brushed so close to my reality that I began to hope my hands might just reach it.” Up until now, she’s been able to set reality aside and pursue learning for its own sake, but the disparity between the life she might have had and the expectations for her as a girl—even a kindly woman’s remark about finding a good man is a harsh reminder of what she can hope for—has really been brought home. This is truly a special series.

MJ: Oh, wow. I’m feeling a little teary and I haven’t even read it!

MICHELLE: Go read it now!

MJ: Well, okay!

Um. Bye.

MICHELLE: Bye! Everyone else, learn from her example!

Filed Under: OFF THE SHELF Tagged With: goong, I'll give it my all... tomorrow, nura: rise of the yokai clan, the story of saiunkoku

The Josei Alphabet: O

May 11, 2011 by David Welsh

“O” is for…

Ohimesama no Yurikago, written and illustrated by Emiko Yachi, originally serialized in Shueisha’s Young You, three volumes. After her father passes away, outspoken Chizu is dragged from her home in Las Vegas to live with family in Japan. Will she adjust?

Oishii Kankei, written and illustrated by Satoru Makimura, originally serialized in Shueisha’s Young You, 16 volumes. When her wealthy family falls on hard times, Momoe takes a job in a French restaurant and enters into a contentious relationship with gifted shelf chef Oda.

Otoko no Isshou, written and illustrated by Keiko Nishi, currently serialized in Shogakukan’s Flowers. You know I can resist a book that’s been nominated for a Manga Taisho Award. Way back in the day, Viz published some of Nishi’s manga – Love Song and two of the Four Shôjo Stories. This one’s about a relationship between a younger woman and an older man.

Otona no Yuru no Otogibanshi, written and illustrated by Megumi Toda, originally serialized in Shogakukan’s Petit Comic, one volume. It’s been too long since I’ve included a title simply because it included “Smut” as one of its genre search options. In this case, a marriage-minded office lady loses her prime husband candidate to a friend, gets drunk, and winds up in bed with a younger man of seemingly limited prospects.

Oujisama to Waltz wo, written and illustrated by Chisato Nakamura, based on a novel by Nicole Burnham, originally published by Ohzora Shuppan, one volume. I’m so taken with this first sentence of the plot synopsis: “Jennifer Allen had come to save refugees, not to be swept away by some pampered, fairy-tale prince of neighboring San Rimini.” I’m reasonably certain she’ll find a way to make time for both. But seriously, don’t you hate that? You just want to dig irrigation ditches, but you keep getting wooed.

Licensed josei:

  • An Officer and a Princess, written and illustrated by Megumi Toda, based on a novel by Carla Cassidy, originally published by Harlequinsha, published in English by eManga, one volume.
  • One Summer in Italy, written and illustrated by Nanami Akino, based on a novel by Lucy Gordon, originally published by Harlequinsha, published in English by eManga, one volume.
  • Only By Chance, written and illustrated by Chieko Hara, based on a novel by Betty Neels, originally published by Harlequinsha, published in English by eManga, one volume.
  • Ôoku: The Inner Chambers, written and illustrated by Fumi Yoshinaga, currently serialized in Hakusensha’s Melody, published in English by Viz.
  • Object of Desire, written and illustrated by Tomoko Noguchi, originally published by Ohzora Shuppan, published in English by LuvLuv, one volume.

What starts with “O” in your josei alphabet?

Reader recommendations and reminders:

  • Olimpos, written and illustrated by Aki, originally serialized in Ichijinsha’s Comic Zero-Sum and Zero-Sum Ward, two volumes.

Filed Under: FEATURES Tagged With: Comic Zero-Sum, Flowers, fumi yoshinaga, Ichijinsha, Josei, Ohzora Shuppan, Petit Comic, Shogakukan, Shueisha, Young You, Zero-Sum Ward

Bookshelf Briefs 5/9/11

May 9, 2011 by MJ, David Welsh, Katherine Dacey and Michelle Smith 8 Comments

This week, Kate, David, MJ, and Michelle take a look at a slew of new releases from Viz Media, Digital Manga Publishing, TOKYOPOP, and Vertical.


Gente: The People of Ristorante Paradiso, Vol. 3 | By Natsume Ono | Viz Media – Comics, Italian Style — that’s how I’d describe Natsume Ono’s Gente, a series exploring the complicated personal lives of the people who work at and patronize Cassetta dell’Orso, the bistro featured in Ristorante Paradiso. Though Gente took a few volumes to find its footing, the third installment is magical: Ono’s men are dapper and virile; her women are bemused and tolerant; and the stories have the ebb and flow of real life, punctuated by moments of absurd humor or sadness that will remind movie buffs of Yesterday, Today, and Tomorrow and Marriage, Italian Style. If you don’t suppress a sniffle reading “Un Amore,” the story of a crumbling marriage, you’ve never experienced true heartbreak. Highly recommended, especially for fans of classic Italian cinema. – Katherine Dacey

Honey-Colored Pancakes | By Keiko Kinoshita | Digital Manga Publishing – This boys’ love anthology features five short stories, the first and last of which chronicle the bumpy relationship between Chiharu, a talented pastry chef, and Tougo, a handsome actor who’s as besotted with Chiharu’s desserts as he is with the hunky baker. The other three stories — “Tomorrow Will Be Rosy,” “A Clever Man at Work,” and “For Love” — also explore the formative stages of courtship, with characters screwing up the courage to confess their feelings or steal a first kiss. Though the book suffers from overly familiar scenarios, Keiko Kinoshita’s handsome character designs and discrete bedroom scenes make Honey-Colored Pancakes a good choice for readers who favor romance over smut. – Katherine Dacey

Kamisama Kiss, Vol. 3 | By Julietta Suzuki | Viz Media – One of the things I like best about this series is how it demonstrates Suzuki’s versatility. Karakuri Odette (Tokyopop) seemed to me to essentially be about talking through things until the characters understood their feelings. Kamisama Kiss is about feelings that sneak up on characters to the point that they don’t necessarily need to express them. In this volume, it’s fox spirit Tomoe’s chance to rescue accidental priestess Nanami from a difficult situation, though she’s hardly passive, and she’s pulled his fur out of the fire in the past. As our evenly matched protagonists grow closer, circumstances intervene to suggest that Nanami may not know her companion as well as she thinks she does. Suzuki seems quite assured at throwing credible, character-driven obstacles in the path of her maybe-lovers, which is a fine skill for a shôjo mangaka. -David Welsh

Kizuna Deluxe Edition, Vol. 2 | By Kazuma Kodaka | Digital Manga Publishing – What a difference a volume makes! The first installment of Kizuna was a bit of a mess, hopping around chronologically as Kadoka tried on a variety of drawing styles. The series finds its footing in the second volume, however, blending episodic stories about long-time couple Ranmaru Samejima and Kei Enjouji—Ranmaru wishes Kei would get a haircut, Kei gets upset when Ranmaru volunteers to step aside should Kei find a nice girl—with glimpses into the yakuza world (Kei and his half-brother, Kai, are the children of a notorious boss). I never expected I’d actually get into the latter, but I really enjoyed the suspenseful final chapter in this volume, in which Kai is hauled in by the cops on suspicion of dealing narcotics. I’m beginning to see why Kizuna is such a classic and now eagerly await volume three! -Michelle Smith

Rasetsu, Vol. 9 | By Chika Shiomi | Viz Media – In this series’ final volume, with Rasetsu’s 20th birthday upon her, she finally faces the demon who claimed her long ago. Though the ending has its twists, what really makes it work is the rich emotional framework that has defined the series all along. After all, Rasetsu’s worst demons are her own fears, and this what she and her quirky, self-made family must battle in the end. There’s nothing shocking here at all—no overwhelming drama to put a big “bang” on the ending—just a few, deeply damaged people who will work things out together the way they always have. It’s lovely, truly, and a perfect ending for this genuinely enjoyable series. Complete in just nine volumes, Rasetsu is a rare, short shoujo gem. Recommended. -MJ

Sakura Hime: The Legend of Princess Sakura, Vol. 1 | By Arina Tanemura | Viz Media – I ordinarily approach a new Tanemura series with some trepidation, since I either loathe them or find that they’re better than expected. Sakura Hime doesn’t give a very good impression at first, as its first chapter is the whirlwind story of a spunky heroine learning that a) she’s the granddaughter of Princess Kaguya and b) that it’s her destiny to fight nasty demonic critters called youko. Everything seems generic, including the fact that she immediately falls in love with the fiancé she had claimed to hate, but when he turns around and tries to kill her… well, that spices things up a bit. I’m still not sure whether Sakura Hime is going to be a series I follow to its conclusion, but it has earned a second look, at least. -Michelle Smith

Silver Diamond, Vol. 9 | By Shiho Sugiura | TOKYOPOP – Rakan and friends continue to make their way toward the Imperial Capital, pausing to calm the spirits in a graveyard and befriend the inhabitants of a village. The pace of the story is as leisurely as always, but Silver Diamond can be counted upon to provide a calming, benevolent, imaginative, comforting, funny, and touching read nonetheless. Unfortunately, this is the final volume that TOKYOPOP produced, and it ends with a cliffhanger—Rakan has been put to sleep in order to prevent him from leaving the village and one of the residents is plotting how best to do away with his companions! Take heart, however! Silver Diamond is available in French, and if you’re not afraid of a little Google Translate action, continuing the story should be pretty easy. That’s what I intend to do, at least! -Michelle Smith

Twin Spica, Vol. 6 | By Kou Yaginumaa | Vertical, Inc. – “Graceful” is the word that most frequently comes to mind when I’m reading this series about students at a school for astronauts. The quintet of leads spends most of this volume learning more about each other, particularly rich, removed Marika. There are lots of comics about a group of young people who have a dream in common but not much else, but few of them are as delicate and understated in approach as this one. Heroine Asumi continues to bring out the best in her classmates, partly due to her kindness, partly due to the example she sets, and partly due to the vulnerability she displays. I think it’s quite an accomplishment to create a heroine who inspires both the desire to protect and the anxiety that already she’s miles ahead. Why wasn’t this series nominated for an Eisner again? -David Welsh

Filed Under: Bookshelf Briefs Tagged With: gente, honey-colored pancakes, kamisama kiss, kizuna, rasetsu, sakura hime, silver diamond, twin spica

Lychee Light Club

May 9, 2011 by David Welsh

David: Kate and I were both planning on writing about Usamaru Furuya’s Lychee Light Club, which arrives courtesy of Vertical this week, and we decided to pool our critical resources. It’s… quite a reading experience, and I think Kate and I have different overall responses to the book. First, though, Kate, would you like to take a stab at summarizing the plot?

Kate: If I were at a cocktail party, and someone I didn’t know very well asked me to describe Lychee Light Club, I might say that it’s about a group of teenage boys who are just beginning to go through puberty. They’ve formed their own secret organization with elaborate rules and rituals, and go to extreme lengths to conceal their activities from outsiders. Among those activities: building Lychee, a robot who’s programmed to find beautiful girls and bring them back to the clubhouse. Not long after his activation, however, Lychee develops a conscience, forming a bond with one of his kidnapping victims and turning against his creators.

Of course, that summary makes Lychee Light Cub sound more coherent and less violent than it is; the boys deal with threatening figures by raping, torturing, and dismembering them, acts that Usamaru Furuya draws in exquisite detail. There’s also a great deal of internal conflict within the Lychee Light Club, as several charismatic boys vie for control of the group. And in true Lord of the Flies fashion, the boys begin turning on each other with a savagery that’s genuinely disturbing.

How’d I do?

David: I think you did very well. It’s a fever dream of adolescent power fantasies manifesting themselves as abominable realities. I think there’s always an element of that in Furuya’s storytelling, and I don’t always have a lot of patience for it. I tend to find that his work is characterized more by flashes of brilliance than sustained craftsmanship.

In this case, though, and in spite of the really strenuous efforts to be shocking, I found this to be the most coherent work of Furuya’s that I read. It’s packed with undeniably revolting moments, but it holds together in ways that something like Genkaku Picasso didn’t. Whether that coherence compensates for the unsavory content is an entirely different question, obviously.

Kate: I wonder if the story’s coherence can be attributed to the fact that Furuya adapted Lychee Light Club from a pre-existing work. (For folks who haven’t read the English edition, Furuya based the story on an experimental play called Tokyo Grand Guignol.) Perhaps working from someone else’s storyline helped Furuya concentrate more on plot mechanics, something he definitely had difficulty doing in Genkaku Picasso. It certainly makes me curious to see what he’ll do with Osamu Dazai’s No Longer Human.

As for the unsavory content… I don’t even know where to start. I understand that the story is intended to be dark satire, to reveal just how hysterical and silly young adolescent boys can be, especially before they know how to approach and interact with girls. But I have a hard time getting on board with that kind of satire when it requires the characters to grossly abuse girls and women. And I have an even harder time embracing that kind of plot device when the author eroticizes the violence against female characters. I’m thinking, in particular, of an early scene in which the boys capture one of their teachers. Though we’re meant to see that the boys’ behavior is a symptom of their depravity, the scene in which they kill her is charged with a thoroughly unpleasant, sexual energy: they fondle her, they strip her, and then they vivisect her, inspecting her internal organs with prurient interest. As a female reader, my own revulsion was so strong that it was hard to push past that scene.

David: That scene definitely constructs a high barrier to the work. I almost wonder if it got so gruesome so early to inform the audience that this was what they were likely to get, and that they might choose to flip past those chapters as they appeared in Manga Erotics F. An issue that may compound the problem of the frankly repulsive acts these kids perpetrate is that, while Lychee Light Club is more structurally coherent than some of Furuya’s other works, that doesn’t mean that it has a sound and consistent philosophy. On one hand, I’m not a fan of entertainments that try and paint aberrant depravity as generational malaise, and this book certainly doesn’t attempt that. But it doesn’t really present any other explanation aside from the malignant influence of a charismatic psychopath. And that’s a problematic starting point for other reasons.

But I’m glad you mentioned the work’s theatrical origins side by side with its offensive content, because the theatricality was key to my appreciation of what I feel like Furuya is doing here. One of the striking things about the book was the very specific theatricality that I took away from it.

By that, I don’t mean that it was melodramatic or extravagant, but that it seemed wedded to certain theatrical conventions. Furuya kept using compositions that suggested proscenium staging to me, a sort of one-set gore opera not unlike Sondheim and Prince’s Sweeney Todd or the sewer scenes in Phantom of the Opera. Even the strange flatness of character and event, no matter how horrible, seemed like a conscious aesthetic choice that a theatrical troupe might assume as their distinguishing shtick. I’m not saying it justifies the gratuitous violence, particularly when it was sexualized, but it did add a layer of distance for me, and it added a certain degree of fascination.

Kate: I agree; the characters’ interactions with one another — especially the boys’ group dynamic — feel like pure stage business, which makes it easier to interpret their behavior as ritual or schtick. I also agree with you that there’s something aesthetically appealing about the way Furuya emphasizes the story’s theatrical roots, both in the way he frames the action and in the way he moves his characters around the “stage”; the boys’ ceremonies reminded me of something out of Young Sherlock Holmes — well, if that movie had been made by Leni Riefenstahl, and not Steven Spielberg.

And yet…

I’m still struggling with my reaction to the way the female characters are treated. Kanon endures less sexual and physical humiliation than the other female characters, yet she’s so saintly that it’s hard to see her as anything more than an adolescent fantasy figure. Maybe that’s the point, but Furuya’s treatment of the other female characters is so despicable that it’s hard to know whether he’s condemning the boys’ behavior or just shrugging his shoulders and saying, “Gosh, that’s just how young teenagers are.”

David: I’m glad you mentioned that shrug, because I view it as a consistent problem in this sub-genre of fiction. When I was in college, it seemed like there was a minor flood of independent films about how awful and amoral teen-agers are, and my consistent reaction to them was always, “Yes? And?” I’ve never thought that merely identifying the depths to which any group of people can sink isn’t sufficient purpose for fiction, no matter how well it’s crafted. When it resorts to a vérité approach to that material, whether it’s a movie like River’s Edge or a graphic novel like Ayako, I feel like there’s nothing to respond to but the bleak appraisal, and that’s always unsatisfying. Lychee at least has the absurd theatricality to elevate it.

But, as you say, that’s not going to be enough to mitigate the effect of violence, particularly the violence against women. And Kanon is a problematic female lead in the sense that she’s very much in that gray area between ambiguous and under-developed. I kept hoping that there was more to her behavior, as I would occasionally detect some suggestion of a larger pattern to her actions, but that never really cohered into anything meaningful. She influenced the outcome of the story, but that was less through agency than it was a result of an incongruous female presence, which is hardly the same thing as an active female character. Does that make sense?

Kate: Absolutely — I think you’ve put your finger on why I struggled so much with the story, even though Kanon is intended to be a sympathetic figure.

Switching gears, I wanted to ask you what you thought of the artwork.

David: I’ve always been taken with Furuya’s art, even when it’s in service of this kind of material. He strikes a really impressive balance between realism and stylization, I think, and that was definitely my impression here.

One thing I have to mention, which is minor but struck me repeatedly in this book: the odd blush that he applies to boys’ lips. It’s such a strange little detail, but I always notice it, and I always find it unsettling in a productive way, at least in this book. I can’t quite put my finger on why, but it landed in this place where it suggested both innocence and horror.

Kate: That small detail with the boys’ lips harkens back to what you said about Lychee Light Club‘s theatricality; it’s as if the characters are wearing stage make-up to make them look even younger and more androgynous.

And speaking of the boys’ appearance, one of the things I found most interesting about Lychee Light Club is the way in which Furuya channels the spirit of Suehiro Maruo. When I first flipped through the book, I was struck by how many of the characters reminded me of an image that appears in Frederick Schodt’s Dreamland Japan. It’s a picture of three schoolboys — one holding a sword, one playing a flute, and one cocking a baseball bat — from Maruo’s Itoshi no Showa (My Beloved Showa Era). Each of the boys represents a different period in modern Japanese history (the Meiji, Taisho, and Showa eras, respectively), and at the end of the story, when a new “sibling” is born into their family, “they take off their masks and reveal themselves as monsters.” Schodt goes on to quote critic Inuhiko Yomota, who characterizes Maruo’s style as “a museum of 20th-century kitsch art” for the way in which Maruo synthesizes Nazi symbolism, traditional Japanese woodblock prints, and Taisho and Showa-era graphic design into a coherent visual language.

I think that “museum” metaphor is an apt way to describe Furuya’s style as well. In Short Cuts, for example, he proved that he could mimic just about any manga-ka’s style in service of a good joke; he pokes fun at Leiji Matsumoto and Osamu Tezuka with beautifully drawn panels that not only reproduce the characters from Galaxy 999 and Astro Boy, but also the sensibility of those comics — the linework, the density of images, the application of screentone. In Lychee Light Club, Furuya does something similar with Maruo’s work, though the prevailing spirit is different: the character designs, extreme violence, and “unmasking” of the boys in the final act of the story seem like explicit homage to Maruo, rather than a playful jab at established masters.

David: That’s so interesting, and it helps some things click for me. I think I noticed a similar kind of curatorial bent in Furuya’s Palepoli strips in Secret Comics Japan. I always find creators more interesting when they have a wider frame of reference, so to see Furuya fusing theatrical conventions and Maruo homage with his own sensibility is very satisfying, in a way. I just feel like artists are almost always automatically better when they have interests beyond their specific creative spheres and when they can drawn on these interests to inform their work while still maintaining their specific point of view. The ability to synthesize a range of elements from all over high and low culture while still creating something unique is quite impressive to me.

Of course, if it’s in service of fairly repulsive material, that may not be enough to salvage the reading experience. It did for me, but I certainly understand that it probably won’t for many, many people. Which brings me to a tricky question: to whom would you recommend this book, if you would recommend it at all? It’s interesting to me that Vertical would publish a book like this. There’s certainly been no shortage of aggressively shocking material in their other releases (Felipe Smith’s Peepo Choo and Tezuka’s MW and Ayako come to mind), but Lychee Light Club seems to be on a different taste plane altogether.

Kate: Good question — and one I feel unqualified to answer, since a formulation as glib as “fans of Suehiro Maruo’s work!” only addresses a tiny fraction of Lychee Light Club‘s potential audience. But if I had to take a stab at recommending it, I’d say it would be of interest to anyone who was intrigued by the darker stories in AX: An Alternative Manga Anthology (e.g. Kaizuichi Hanawa’s “Six Paths of Wealth”).

David: I think that’s an excellent answer. I like it even better because I don’t have an answer of my own.

On the subject of marketing, I noticed an intriguing tag line in Vertical’s house ad for Jiro Matsumoto’s Velveteen and Mandala, which asserted that “the manga renaissance continues.” I quite liked that sentiment, particularly as it relates to Vertical’s catalog. It’s ambitious, and not every book is right for every reader, but Vertical does make very ambitious choices, and their selection does have something for many different demographics, from kids who like funny cats to hardcore otaku.

 

Filed Under: REVIEWS Tagged With: Manga Erotics F, Ohta Shuppan, Seinen, Usumaru Furua

Don’t Fear the Adaptation: Antique Bakery

May 8, 2011 by Cathy Yan 9 Comments

Antique Bakery | by Fumi Yoshinaga | Manga: Shinshokan/DMP | Anime: Nippon Animation/Nozomi Entertainment

Antique Bakery has already been covered in wonderful reviews by the Manga Bookshelf regulars. It begins with Keiichirou Tachibana, the son of a rich family, quitting his salaryman job in order to open a cake shop. He buys out an antique shop that’s going out of business and hires a former classmate of his, Yusuke Ono, the black sheep of the pâtissier community. Along the way, they pick up ex-pro boxing champion Eiji Kanda, who is determined to become Ono’s apprentice, and also end up employing Tachibana’s childhood friend, Chikage Kobayakawa, as an incompetent waiter. Like last month’s House of Five Leaves, Antique Bakery is a story about forging families and learning to both shoulder and forget your past. Though Ono is technically Eiji’s teacher, they turn out to be more of a parental-child unit than anything else, and any fan of the series will tell you that there’s a funny yet tragic joke about Chikage’s daughter marrying Tachibana in the future, essentially making Chikage Tachibana’s “father”. Add in a tumultuous high school past between Tachibana and Ono, an are-they-or-aren’t-they relationship between Chikage and Ono, and more delicious cakes than you could possibly eat in a life time, and you have Antique Bakery.

Every good fan plays favorites. I’m not afraid to tell you that Fumi Yoshinaga is one of mine. Antique Bakery was one of the first series that I collected from beginning to end, back when DMP was still doing those wonderful large books with the slip covers. The Antique Bakery books came with scratch and sniff covers. I thought they were the bee’s knees. I still do. So it’s only natural that I went into Antique Bakery the anime wanting to like it.

Did the anime deliver? Well, I can’t say there’s really anything actually wrong with it. It follows the source material reasonably closely, it does its best to translate Yoshigana’s characteristic artwork into an animation style, and it’s consistent from beginning to end. Maybe the best thing is the voice acting. Keiji Fujiwara is exactly what Tachibana sounded like in my head when he uses his “badly put upon papa” voice. Eiji Hanawa’s Chikage is flawless from beginning to end, alternatively meek and manly. Mamoru Miyano was an inspired choice for Eiji’s exuberant, cheeky attitude, and Shinichirou Miki as Ono manages to effortlessly straddle all aspects of Ono’s contradictory personality. It’s a real treat to hear scenes where all four voice actors work together, especially in scenes where Ono manages to show off just how much he is the real boss of Antique, not Tachibana.

The real problem comes when you take apart how the anime has restructured the story. I don’t mind that the anime throws together all the employees relatively early (Chikage, for example, shows up in episode one even though he wasn’t introduced until volume two of the manga). But the first episode opens with Tachibana having a nightmare about his kidnapper, which takes away the shock value of learning that competent, put-together Tachibana actually had a traumatic childhood. From the very beginning, the threads of his kidnapping story are scattered everywhere. When Tachibana first discovers Ono’s “gay of demonic charm” in the manga, it was very much tied to his guilt for pushing Ono away and ruining Ono’s life. But in the anime, it somehow came all the way back to Tachibana’s unarticulated homophobia post-kidnapping.

Anime Tachibana is completely reduced down to his childhood trauma. Gone is his fondness for inventing overly dramatic and completely specious explanations for the behavior of the customers in the shop. Gone is the very telling scene where his family visits the shop and you realize the entire Tachibana family has a face reserved for dealing with the public. When we hear about his past girlfriends, it’s limited to the one in high school, so you never realize that Tachibana’s willingness to please is one of his virtues as well as one of his weaknesses.

The other characters suffer from similar abridgment. Eiji’s background as a hypersexual gang member teenager, reformed by a kindhearted boxing coach, has been completely wiped in the anime, so he’s ends up being only an overly enthusiastic sports-type with a heart of gold. While we are introduced to Haruka and Tamiko, the news anchors that come to interview the shop for a cake fair, we aren’t given their history, which like all things Yoshinaga is that wonderful blend of humor and commentary on gender in modern day Japan. Chikage never had much of a story in the first place, but most of the scenes showing his idiosyncratic, yet charming, way of interacting with the Antique customers have also been cut. And one of my favorite lines, where Ono displays his insight into the hearts of men by diffusing an argument between Eiji and Tachibana, never makes it into the anime. Most of Ono’s gay lifestyle, actually, never makes it into the anime.

The characters seem to be shallower reflections of their manga selves. In fact, the story as a whole seems to be a shallower version of the manga. For me, the beauty of Antique Bakery was that it was a slice of life series — iyashi-kei, if you will — which pretended for a while to be a drama about Tachibana’s past. In the end, though, it was all about how these four men, whether or not they mean to, are stuck together forever as a family. Even when Chikage moves out of Tachibana’s apartment, even when it’s only Tachibana and Ono in the store, they’re still a family, bound together by fate and their investment in each other’s lives.

But the anime should probably be renamed “Keiichirou Tachibana and the Never Ending Kidnapping Trauma”. Everything is subsumed into this one overarching theme. This defect is nowhere more obvious than in the ending. In the manga, the kidnapping plot is wrapped up, Eiji and Chikage leave the store, followed by Tachibana and Ono pretending to be a gay couple for some schoolgirl customers, and we end on Tachibana’s realization that, despite evidence to the contrary, he’s still not over his trauma. But the anime, bizarrely enough, starts with Tachibana’s realization that he isn’t okay after all, transition into Chikage’s, then Eiji’s, departure, and finally lets Tachibana face off his kidnapper. The flashback to Tachibana a child, running away from his kidnapper, worked in the manga as a faux-climax to the story, but contradicts anime Tachibana’s assertion that he isn’t cured. The sense of the store continuing on, despite all changes, has disappeared. We end where we began, alone with Tachibana.

Finally, the animation leaves a lot to be desired. Fumi Yoshinaga’s art was never ornate or highly detailed, but when translated into an anime, it looks sadly flat. As if to compensate, the anime overuses CG art for the backgrounds, leaving you with the unsettling sense that you’re watching cutscenes from a late nineties video game. While abrupt transitions into super-deformed faces worked for the characters in the static medium of manga, their appearance in the anime verges on excessive and more than once took me completely out of the story. Like everything else in this anime, the animation isn’t terrible, but it definitely doesn’t do the series any favors, and it certainly didn’t take the story places where only the anime medium can go. I finished the anime with the uncomfortable feeling that it would have been better off with a studio like BONES, Studio Pierrot, or even Sunrise, which understood enough baking to make Yakitate!! Japan memorable. If a series like Genshiken found a way to parody cheesy BL storylines with French subtitles, you’d think a canonical cheesy BL storyline set in Paris would be played for laughs in Antique Bakery. Alas.

For completist fans, the DVD set is worth getting exclusively for the bonus booklet, which contains two enlightening interviews with Fumi Yoshinaga and the voice actors. The DVDs themselves are pretty bare, but the last DVD does include an adorable special where the voice actors are interviewed while wearing the outfits of the characters they play. On the other hand, if this is your first experience with the Antique gang, I have to say that you’re better off reading the manga than watching the anime. It’s not even that the anime is actually bad; it’s plenty enjoyable on a lazy Sunday afternoon, especially if you have a piece of cake on hand. But Fumi Yoshinaga’s work is so good that the anime was doomed to failure from the beginning. That’s the danger of playing favorites.

A million thanks to RightStuf for providing a copy of the DVD set for review.

Filed Under: Don't Fear the Adaptation Tagged With: anime, antique bakery

Fanservice Friday: Hikaru no Go edition

May 6, 2011 by MJ 7 Comments

Not so long ago on Twitter, Deb Aoki asked, is Shounen Jump manga the gateway drug for yaoi? I expect that’s true for quite a number of people, and as you know, fanservice for girls in shounen manga is kind of a pet interest of mine.

As it so happens, my path was roughly the opposite. It was slash fandom that introduced me to Shounen Jump manga, by way of the series Hikaru no Go. In fact, it was a specific slash fanfic, carefully selected and presented to me with the purpose of selling me on a specific romantic pairing, that piqued my interest in the series. As a result, I first began reading Hikaru no Go not just as a ready target for this particular type of fanservice, but actually expecting it, and to some extent, already embracing it as canon.

Epic male rivalry is classic slash fodder, so it’s not like this is anything new, but I’ve rarely seen it done with the same level of intimacy that is generally inherent to the love-you-like-a-brother flavor of male bonding in fiction. The deep obsession is there, but it’s alongside deep trust, genuine warmth, and a overwhelming acknowledgement between the characters that nobody understands them as well as they understand each other.

It’s not all obsessive rivalry and closer-than-brothers soul bonding, of course, We’re also offered up out-and-out jealousy and emotional insecurity of the “but you’re only thinking of him!” variety. It’s kind of stunning, really.

Theirs is an eager, emotionally fraught rivalry, with as many shades as such a thing could possibly have. Furthermore, it’s been going on for quite some time.

Not that rival-slash fodder is the only service Hikaru no Go has to offer up to girls. Takeshi Obata draws some of the prettiest and most distinctively detailed male characters in shounen manga, with carefully chosen clothing, hairstyles, and attitude to match. For my money, most shoujo manga can’t compare to Obata when it comes to drawing men in clothes. This isn’t the kind of fantasy-based outfitting I’ve raved about before. These costumes are crisp, modern, and carefully suited to the nuances of each character. And does anyone draw prettier faces?

With all this in place, it’s not incredibly surprising to note that my entire experience with Hikaru no Go fandom has been heavily female-dominated (as is, I expect, the comment section of this post), even outside slash fandom circles. And though I once sent my nephew the first disk of the anime series as a gift, I admit it’s his little sister I expect will eventually latch on to it, sometime down the line.

So talk to me, readers. What’s your favorite example of fanservice in Hikaru no Go?


Filed Under: Fanservice Friday, UNSHELVED Tagged With: hikaru no go

Six to grow on

May 6, 2011 by David Welsh

Viz has certainly delivered some beloved manga to English-reading audiences in their almost-25-year history, haven’t they? Yesterday’s discussion has certainly reinforced that belief. So, by all means, let us extend warm and gracious thanks for the seinen, the shônen, the shôjo, the josei, the fifth genre, and so on!

And yet…

It would not be Friday if I didn’t at least obliquely express a little dissatisfaction with what’s on our shelves, and Viz co-owners Shueisha and Shogakukan certainly aren’t exempt in terms of onus for rectifying perceived shortcomings. So, instead of adding a new, unlicensed title to the pile, I’ll offer a polite but firm reminder of some of the titles these two publishing giants might consider sending through the Viz pipeline.

Bartender, written by Akari Joh and Illustrated by Kenji Nagatomo, currently serialized in Shueisha’s Super Jump. While I hope Vertical’s release of wine epic Drops of God succeeds for its own sake, I hope one of the side effects is that it helps create a market for intoxicant-driven manga like this one. Sure, it’s great to enjoy a cocktail while reading manga, but it would be even better to enjoy a cocktail while reading manga that’s about cocktails.

The Cornered Mouse Dreams of Cheese, written and illustrated by Setona Mizushiro, originally serialized in Shogakukan’s Judy. If you’re looking for someone who can explain to you why there isn’t more Mizushiro manga available in English, you can just keep on looking, because I am not even remotely equipped to do so. It’s honestly hard to pick just one of Mizushiro’s yet-to-be-licensed works, but I settled on this one to add a little boys’-love spice to the mix.

Gokusen, written and illustrated by Kozueko Morimoto, originally serialized in Shueisha’s You. If assembling The Josei Alphabet has led me to no other conclusion, it’s further convinced me that we need more josei in English. By all accounts, this tale of a math teacher trying to get the delinquents at her all-boys’ school on the right path, is funny and sprightly and could certainly reach a fairly diverse audience.

Hime-Chan’s Ribbon, written and illustrated by Megumi Mizusawa, originally serialized in Shueisha’s Ribon. There are almost certainly more important shôjo titles in both Shogakukan and Shueisha’s catalogs that are crying out for licensing, but this one sounds really adorable, and its accessory-driven storytelling might both catch and support the wave that I hope is created by the re-release of Sailor Moon.

Otherworld Barbara, written and illustrated by Moto Hagio, originally serialized in Shogakukan’s Flowers. I give Viz all the credit in the world for being the first stateside publisher to introduce Hagio’s work to readers, but what have they done for us lately? It’s been a long time since Fantagraphics released A Drunken Dream and Other Stories, and I need a new Hagio fix. This award-winning, four-volume series would do the trick.

Witches, written and illustrated by Daisuke Igarashi, originally serialized in Shogakukan’s IKKI. I love Viz’s SigIKKI initiative, but they desperately need to add another substantial, ongoing series to their roster, and I would love it if that series was Witches, because I can star at Igarashi’s illustrations for hours.

So there are my top six Viz-friendly license requests of the moment. What about you? What Shueisha or Shogakukan titles top your wish lists?

 

Filed Under: LICENSE REQUESTS Tagged With: Daisuke Igarashi, Flowers, IKKI, Josei, Judy, moto hagio, Ribon, Seinen, Shogakukan, shojo, Shueisha, Super Jump, You

Hikaru no Go 21-23 by Yumi Hotta and Takeshi Obata

May 5, 2011 by Michelle Smith

Nearly seven years after it began, the English edition of Hikaru no Go has finally reached the final volume. I was originally both curious and skeptical about the final arc of the series, in which Hikaru and long-time rival Akira Toya represent Japan in the first Hokuto Cup (against China and Korea), but this was mostly because I’d liked where the anime chose to bring the story to a close. Having now finished the manga, though, I find it comes to quite a satisfying conclusion, after all.

Volume 21 wraps up the qualifying rounds, with a few final moments of character insight for Ochi—who, even though he wins his game, can’t stand the thought that he’d be the weak link on the team—and Waya, who realizes he hasn’t got Ochi’s pride, and was relieved not to have to play against tougher opponents. Once the Japanese team is set, consisting of Hikaru and Akira plus Yashiro, a player from the Kansai go Association, they spend the days leading up to the tournament crashing at Akira’s house, staying up all night studying game records and devouring the bento boxes Hikaru’s sweet mother prepared for them. (Hikaru treats his mother somewhat dismissively here, but after learning that Yashiro receives no support from his parents regarding his career, he has a change of heart and sort of, kind of invites her to watch him play.)

Right before the tournament begins, Hikaru learns that one of the Korean players, the handsome Ko Yong Ha, has made disparaging remarks about Shusaku, who was actually, of course, Sai. While Akira wonders why Hikaru takes the insult so personally (he will never actually learn the answer), Hikaru gets all fired up and ends up getting in a tough spot in his first game against China. There’s a nice moment where he realizes he’s going to have to stage his own comeback—“There’s nobody else here to do it”—and though he fails, his performance is impressive enough to convince Kurata, the Japanese team leader, to agree to Hikaru’s request to play in first position against Korea, so he can challenge Ko Yong Ha head-on.

For Hikaru, of course, this isn’t about personal glory. It’s about honoring Sai’s legacy. “The whole reason I play Go is…” he starts to say, but he doesn’t complete this thought until later. While he and Ko Yong Ha play a riveting game—and how awesome is it to see a packed crowd raptly following the analysis of the game, including familiar faces like Tsutsui (looking rather foxy, I must add)?—Toya Meijin and Yang Hai, the leader of the Chinese team, talk about Sai, the mysterious player who appeared on the Internet a few years ago, and indulge in some fanciful speculation that he might’ve been the spirit of Shusaku.

It’s kind of neat that they got it right, but will never know it, and it’s wonderful that Sai was responsible for reinvigorating a genius player like the Meijin, and inspiring who knows how many others. Indeed, though Hikaru ends up losing the game by a close margin (I actually love that the Japanese team didn’t cruise to an unlikely victory), his performance is shown to inspire a pair of insei and in this way, Sai’s legacy continues.

As Hikaru explains, he began playing go “so I could link the distant past to the far future.” The conclusion of the series, though open-ended, shows that he is succeeding in this goal, even though his current match ended in defeat. As Akira wisely points out, “It doesn’t end here, y’know. In fact, it’s barely started.” This idea is echoed by the lovely cover to the final volume, on which Hikaru and Akira gaze with clear eyes at the path that lies ahead.

For more discussion of Hikaru no Go, please check out the commemorative roundtable at Manga Bookshelf!

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

Happy Hikago Day! Let’s Five!

May 5, 2011 by Aja Romano 100 Comments

Hi, Manga Bookshelf readers and friends! I’m Aja, the person who introduced our dear MJ to Hikaru no Go, and I’m so happy to be a guest here, today of all days.

May 5th is a huge day for Hikaru no Go fans. Not only is the date extremely important in the storyline of the series itself, but the Japanese words for “5” and “Go” are identical. In fact, after he starts getting into the game of Go, the protagonist, Hikaru, is depicted wearing a t-shirt that reads, “Let’s 5!” instead of “Let’s go!”

Four years ago, I accidentally started a tradition on my own livejournal, when I created a meme (really, a game) called “Let’s Five!” The idea is simple: you ask one another for your Top Five lists about the series, the fandom, your favorite characters, fics, pairings, the game, anything you want. The person who answers can then ask you for a Top 5 of your own.

You can read the previous incarnations of this meme here (2007), here (2008), here (2009), and here (2010).

In honor of the final publication of this beloved series, MJinvited me to host my annual May 5th meme here as part of Manga Bookshelf’s Hikago Day celebration.

This is especially exciting for me, because it’s the 5th anniversary of my Top 5 “Let’s 5” 5/5 celebration! (That’s five fives!)

So join me in celebrating today, and Let’s Five!

How to play:
1. Comment to this post!
2. Other commenters will ask you for one of your top-5 Hikago related things! For example: ‘Top 5 favorite characters,’ ‘Top 5 favorite game match-ups,’ ‘Top 5 times Touya and Hikaru were embarrassingly in love,’ and so on and so forth!
3. You answer. There is much flailing. REPEAT STEPS 1-3.

READY?

SET?

LET’S FIVE!

Filed Under: FEATURES Tagged With: hikaru no go

Roundtable: Hikaru no Go

May 5, 2011 by MJ, Michelle Smith, Cathy Yan, Hana Lee and Aja Romano 27 Comments

 


 

MJ: Back in June of 2007, not long after having loudly proclaimed in my blog at the time that I would never get into comics, my friend Aja finally convinced me to take a look at a shounen manga series called Hikaru no Go. It was a revelation for me. The series was thoroughly engrossing, poignant, and sincerely optimistic in a way I hadn’t experienced before in any medium. Furthermore, the storytelling was masterful and elegant to an extent I’d previously only associated with prose and a few favorite television series. How was it possible that I could find so much satisfaction in a comic about boys playing a board game?

After that, I tried every manga I could find, discarding some immediately, but becoming hooked on many, many more. By October, I’d started a separate blog for the subject, which eventually became the center of my online life. It would be fair to say that Manga Bookshelf most likely would not exist had I not been so enthusiastically encouraged into reading Hikaru no Go.

This week on May third, after a publication schedule spanning seven years, the series’ final volume has been officially released in English. To celebrate the occasion, I’ve asked some of my favorite writers to join me here for a roundtable discussion, namely Manga/Manhwa Bookshelf contributors Michelle Smith, Cathy Yan, and Hana Lee, as well as my good friend Aja Romano, who got me into all this in the first place.

Ladies, would you share a bit about how you first became fans of Hikaru no Go?

HANA: I first heard about Hikaru no Go when it was still being released in 2002. One of my best friends from high school—the one who introduced me to anime and manga, in fact—had asked me to get her the 18th volume for her birthday. (Unlike me, she had studied Japanese and could read manga in their original editions without waiting for translations.) I went to the local Japanese bookstore to find it and was surprised to realize that it was by the same artist who drew Ayatsuri Sakon. I was watching the Ayatsuri Sakon anime at the time and loved the series, so it interested me to learn that Hikaru no Go was about a ghost possessing a boy and teaching him how to play go.

As I started reading the manga through the fan scanlations (all that were available at the time), I realized that the series was not the sort of supernatural-tinged episodic mystery that I had expected it to be. Since I also enjoyed the Shounen Jump brand of tournament-style shounen manga, I wasn’t at all disappointed. But what came as a real surprise was how Hikaru no Go completely transcended the genre: not only a story about competition, it was also a story about growing up, about discovery and loss, and most of all, about passion. What really spoke to me in the series was all the characters’ intense passion for go, whether they were amateurs playing in their school go club or professionals who had been playing for a lifetime. And getting to experience that through Hikaru’s eyes as he slowly learns to feel the same passion himself was what hooked me into the series.

MICHELLE: I can’t actually remember how I first learned about Hikaru no Go. At some point after the anime wrapped in Japan, I acquired some fansubs of the entire series and devoured them in short order. Titles like Rurouni Kenshin had already converted me to a fervent love of tournament manga, and though Hikaru was certainly very different from others in that genre, it was similar enough to addict me quite thoroughly. Beyond the satisfaction of watching our protagonist learn and grow, the series is also genuinely moving, and some episodes left me with tear streaming down my cheeks.

Then the manga came out. Amazon informs me that volume one came out on June 16, 2004. Because I am anal-retentive, I’ve been keeping track of what I read for about a decade. Guess when I read that volume? June 16, 2004. I got it home and gobbled it up. This is meaningful when one considers the backlog of other things I bring home and then just admire.

I think it’s safe to say that I’ve ardently loved Hikaru no Go for going on a decade now. It’s bittersweet that the manga is finally coming to an end, but I’ve definitely enjoyed reading the material that was not part of the anime and, as I mentioned in our Pick of the Week column, now I’ll have the luxury of indulging in a series-long marathon reread whenever the craving strikes.

AJA: You can thank fandom for piquing my interest in Hikaru no Go; I’d been hearing here and there for about 2 years that if I loved certain slash pairings, I’d like the dynamic between Akira and Hikaru in this anime series. So it was on my radar for some time before a friend finally sat me down and showed me the first half of the anime. I fell completely in love with it. I only had a basic familiarity with most of the iconic shounen manga series out at that time, but I knew enough to recognize that Hikago was unlike anything else that I’d really seen or read to date.

Something that makes Hikaru no Go unique for me, in terms of series and fandoms, is that I actually didn’t finish it for about a year. I balked at the inevitability of Sai’s disappearance, because I am a total wuss when it comes to angst, and I knew it was going to completely break my heart. Instead, I dove into the fandom and read all of the available fanfic I could get my hands on, and I actually didn’t return to finish watching the series or reading the manga until a year later.

Reading the manga, especially the final arc that wasn’t in the anime, for the first time was a complete revelation to me. It was so intense, and it still amazes me that a manga about a board game can carry such fabulous pacing over such a long period of time. And the angst was even more intense than I could have expected—but in that final moment when Akira says, “this isn’t the end—it never ends,” to Hikaru made it all worth it.

CATHY: I too found Hikaru no Go before it was picked up for official release. I was in my sophomore year of high school, I think, and had just started to read shounen manga. I absolutely devoured it. I spent one week reading it nonstop; I remember now pulling an all-nighter during Sai’s disappearance arc, absolutely bawling my eyes out. It’s one of the few mangas I’ve read where the subject material is still so unfathomable to me (if you asked me, I wouldn’t know the first thing about how to play a game of go) but the characters and story of it are enough for me to love it eternally. Even Hotta and Obata’s subsequent works, while good, can never measure up to the sheer emotional power of Hikaru no Go.

Fundamentally, for me, the story is one about the passage of Hikaru from childhood into adulthood. I imagine that’s also a fault of the age at which I read the series, because I felt like at that time, I too was trying to grapple with those issues. Go is so distant to me, as a concept and a real game, but in the series, it perfectly encapsulates so many life experiences for our characters. You can’t help but feel how earnest all of the characters are, even too-cool-for-school Ogata!

MJ: I should mention, too, that it was fanfiction Aja used to lure me in, so ten points for fandom!

We’ve already started talking a bit here about how the series transcends its genre, and what I find so stunning about that is how it manages to do what it does within the shounen sports manga paradigm. All the key elements are there—increasingly difficult competition, a powerful rival, strong messages about sportsmanship—but the result is somehow very different than anything else I’ve personally encountered in the genre. What makes this story so special?

MICHELLE: One of my favorite themes in any kind of story is the tale of someone who finds where they belong. It might be finding people who accept them (like Fruits Basket), but it might also be finding their passion. Hikaru no Go is special because it’s not just about a boy who wants to become stronger, it’s about a boy who realizes that he loves something very much and wants to become stronger.

Slam Dunk is kind of similar in that regard, making it another sports manga favorite for me, but that series lacks some of the homey touches of Hikaru. How often do you see the hero’s mother in the periphery, worrying about him and making him bento boxes? It reminds you that he really is just a kid—and often lamentably inconsiderate to his poor mom—which casts him in an endearing light even while he’s accomplishing all these impressive things.

AJA: I think part of it is that despite the mystical element, it’s a series strongly grounded in reality, so you have kids faced with real life decisions and pressures, and having to deal with normal (and not-so-normal) human events like sickness and death along with all the shounen sports tropes like overcoming failure. And even then, there’s nothing over-the-top about the depiction of failure. You have all these characters in the background who struggle with self-doubt like Waya and Nase, Ochi and Isumi—but it’s very understated and they don’t always get a big triumphal tournament moment in which they overcome their inner struggles. It’s a much more subtle story than that, and I think that allows us to really feel the failures and triumphs of these characters (who are all complex and flawed and dynamic) so much more intensely than we do in a typical sports narrative where there’s never any question which characters will win in the end.

I also think part of creating that type of narrative is what Michelle mentions—all of the background characters and especially the adults and their relationships to the children and the story itself. It’s rare in this type of series to have much of the storyline shown from the POV of the adults, much less entire tournament moments devoted to them, but in Hikaru no Go, the adults are much more than fully-developed static mentors. They’re still growing and learning, and even the ones who aren’t involved in playing Go, like Hikaru’s mom, Touya’s mom, and Ichikawa, still have important connections to the story.

It’s a very humanist story as a whole because it allows so many of these characters to develop and then it explores their connection to each other through the game and throughout time and it gradually develops a conceit in which the game of Go becomes a metaphor for the march of the human race. It’s just so beautifully done, and when you first realize that metaphor is unfolding it’s a really breathtaking moment that really transcends genre tropes and becomes great literature.

Which brings me to Sai, who is a character, with a role, unlike any other in shounen manga. Sai is the supernatural Hobbes to Hikaru’s Calvin, but he’s also so much more because he’s a real person with such a charismatic personality, and he carries not only personal history but cultural history on his shoulders. He’s just remarkable! But I have rambled enough now so I will just say that I think the fact that, as Hotta mentioned, real Go players started leaving a seat for Sai in their tournaments, speaks to the beauty of Sai as a character and the richness of Hikaru no Go as a series.

HANA: I agree with everything said above. I’ll add that Hikaru differs from the typical “underdog” shounen protagonist in one important way: aside from what seems like a latent affinity for the game and being taught by Sai, Hikaru is not portrayed as hiding some inborn talent or special ability that only needs to be unlocked by competition. We see that he has to really learn how to play go, and often in the beginning stages of his journey, he isn’t the best and he doesn’t win. Compare to protagonists like Yoh from Shaman King or even Naruto, who are perhaps dismissed by their peers but are shown to actually stand apart from the rest in some way. Hikaru, by contrast, is really just an ordinary boy. I like that the series emphasizes that his surprising growth and progress in go is because he ends up practicing and watching more games than anyone else. I also like that he does lose more often than you would expect from a shounen series, and we see him progressing as a player even when he loses.

CATHY: I think the thing about Hikaru no Go is that on some level, it more than any of the other shounen sports-like series is about the process of growing up and letting go. I always found Sai before his disappearance to be the most touching adult figure out of all them. You know, there are characters like Sai in other stories; one that’s been on my mind lately is Atem, the pharaoh from Yu-gi-oh! who haunts the main character and guides him along just as Sai does to Hikaru. But the thing is that Yu-gi-oh! is ultimately a quest story. The characters end up trying to return Atem to the afterlife, so they can be laid to rest. But Hikaru no Go isn’t that supernatural quest to “put the ghost to rest.” Sai is really another kind of parent to Hikaru. In many ways I think I read the story right when I was realizing that the adults around me were starting to see me as a fully formed person, in my own right, and that I would need to make my own choices. And that’s, strangely, what the character of Sai is for me. He “cedes” his path to Hikaru and lives on in Hikaru just in the way we romanticize our parents living on in us. The moment that always struck me the most was how after Sai disappears, Hikaru wonders if he should have let Sai play more. Because that’s such a fundamentally pure and child-like way of handling grief, to think that you had just listened to them more or been nicer to them, they would come back from the dead. It’s the moment I always mark as Hikaru transitioning from boy to adult.

MJ: Michelle, I’m so glad you brought up Hikaru’s mom, because she’s one of my favorite characters in the series! And you know, despite the huge number of supporting characters in this series, not one of them is superfluous or wasted. I think one of my favorite moments in the series is in volume 21 when Hikaru, after hearing about the difficult time Yashiro’s parents have given him over going pro, finally realizes on some level just how lucky he is to have the support of his mom. It’s not a big moment. It’s small, and it isn’t lasting. It’s not like Hikaru has this major epiphany that changes the way he thinks about his mom forever. It’s just one tiny moment in a million tiny moments that are part of Hikaru’s slowly growing maturity. Details like this are a big part of what makes this manga so special to me. I think this may be part of what Hana is feeling, too, when she describes Hikaru as an “ordinary boy.” Unlike Akira, who often seems like an adult in a child’s body, Hikaru is always exactly his age, no more, no less.

Also, Aja, I’m happy you’ve pointed out that Hikaru frequently does not win. And really, winning is hardly the point, is it?

HANA: My favorite moment in the series that illustrates that is the game that Hikaru plays with Hong Suyeong. Suyeong is on a losing streak as a kenkyuusei and tries to pretend that he no longer cares about go and doesn’t want to try anymore. But it takes a go game where he loses against Hikaru, where both of them played the best that they could, which finally breaks through Suyeong’s shell and gets him to admit that he does care about go. That scene when through his tears, he asks Hikaru’s name and says that he wants to play him again so he can beat him is really a perfect example of how the series shows that it’s not winning or losing that matters, but the personal growth and human connections that the characters experience through the game. (And reiterating what everyone else has said, it’s how Hotta develops backstories for even minor characters like Suyeong that really rounds out the emotional resonance of this series.)

MICHELLE: That scene in volume 21 really struck me, too, because he’d been kind of snotty to her earlier about some snacks she’d made for him to take to Akira’s house just a few days before. I wonder why he can seem like such a nice kid most of the time, but then he’s utterly dismissive when she attempts to learn more about what he’s doing with his life. Granted, he does change his mind, but his first instinct was to be a little git.

So, yes, totally an ordinary boy.

MJ: Hana, I’ll add Hong Suyeong to my list of favorite characters, too! Also, I appreciate the fact that Hotta takes the time to really flesh out some of the Chinese and Korean players, rather than letting the unavoidable nationalism of the tournaments overwhelm the story.

AJA: Hana, I love your mention of the game against Hong Suyeong. Hikaru no Go is really such an adult story in so many ways because it doesn’t pitch you this idealist fantasy of a boy with special powers—like you and Michelle said he has to work, and struggle, and fail. I love that even Akira, who is a child prodigy by all rights, has to work and challenge himself, and develop the personal strength not to be cowed by superior strength.

And yes, Hikaru is just your average impudent boy through and through, and it’s a lovely thing watching him grow more serious and focused over time and seeing the genki trope sort of fade into something more subdued, self-aware, and adult. <3

CATHY: I have to plug my favorite secondary character, which is Isumi! I loved his time in China, and Yang Hai, and Le Ping, and the process of Isumi’s maturation. I think it speaks a lot to the maturity of Hotta’s storylines, that she devotes this plot to one of the characters caught in between the adults and the kids. You’d think there would be a lot of characters like Isumi in shounen manga, but I think he truly is an individual. He’s strong, but not boastful; an older brother figure, but not overbearing or wacky or a classic show off. He’s just so perfectly normal, and you could see that Hotta and Obata used him to throw context into the world of the insei, just like they occasionally use Akari’s character. Like, the entire story just sort of takes a step back with Isumi, and you watch him evaluate the importance of the game and what he really wants to accomplish with his life and you feel eighteen with him. And that, I think, is an underrated element of the series! Often Hotta and Obata pull back and we sort of laugh at how seriously everyone takes the game, but none of the characters are so far gone that you can’t relate.

MJ: Since we’ve already sort of launched into discussion of individual characters, let’s continue with that thread for a bit.

In addition to everything that’s been said here about Hikaru’s regular-boyishness and how much that influences the whole tone of the series, he’s also the heart of the story for me, and not just because he’s the main character. Hikaru’s journey makes my heart swell with warmth and affection. I rejoice when he rejoices. I ache when he does. The first time I read volume fifteen, when he really begins to understand loss and regret for the first time in his life, I thought I might die from the hurt of it. I think it’s rare when a story’s hero is its most relatable character, but for me, Hikaru is exactly that. Is it just me?

HANA: I agree! For me, I think what makes my affection for Hikaru all the stronger is that Hikaru is not the character I would normally identify with. (Our personalities are too different!) But I am fascinated by Hikaru because of it, and I think Hotta does an amazing job of making Hikaru’s journey resonate universally. The most heartwrenching scene for me in volume 15 was when Hikaru is playing against Shuhei in Hiroshima. After he wins, he looks back over his shoulder to ask Sai, “Wasn’t I good?” I started crying at his moment of realization when he remembers that Sai is no longer there.

Obata does a wonderful job of showing that scene wordlessly through just a simple change in expression. I think that Obata’s art—and how Obata’s art develops over the course of the series as well—plays as much a role as Hotta’s writing in allowing the reader to feel with Hikaru. All the characters show wonderful expressions, but it’s Hikaru’s faces that stick with me the most: he shows his glee and exasperation, his joy and sorrow with his entire being.

CATHY: I echo Hana’s comments about the art style maturing with the characters! It’s one of the best things about revisiting Hikaru no Go. You can actually see them mature in a way that uncannily echoes the storyline. Sai gets more and more ethereal as Obata settles into drawing him, and Akira in his final form (oh geez, I apologize for talking about him like a pokemon!) is every bit as regal as the son of Touya Meijin should be.

MICHELLE: There are several panels during the Hokuto Cup where it’s literally stunning how grown-up these guys look, especially Akira. I think it’s time for a new haircut, though!

AJA: I love everything you guys have just said about Hikaru, and I completely agree. I love what Hana said about the moment he looks back over his shoulder. That’s the quintessential moment of the series, I think. And this is a series with so many heartbreaking and iconic moments.

But I have to wave my banner for TEAM AKIRA, here. Touya just breaks my heart from day one, with his spirit and his determination to be the best, and his freakouts when he isn’t. He endures hazing, public humiliation, ridicule, alienation, jealousy, and scorn from his peers, bafflement from his parents, and constant confusion about who and what Hikaru is—all in order just to have a partner and a friend to challenge him to grow. Unlike Hikaru, who is outgoing and boistrous and pretty much culturally aware, Akira comes across as a little isolated, a loner who despite his general friendliness is shunned by other kids. I always think about how lonely and uneventful Akira’s life was before Hikaru showed up and gave him something to strive for. And he strives so beautifully!

And best of all, I think because of having grown up isolated and somewhat alone, he’s the ideal person to have around when Hikaru is struggling through the loss of Sai in the latter half of the series. I think the sheer intensity and rawness of Hikaru’s heartbreak (and ours) can sometimes overshadow what a huge leap of faith Akira makes when he decides to trust Hikaru with the secret of Sai’s Go. We don’t actually see that trust rewarded during the series; but we do see Akira warring with his desire to know the truth about Sai, and the decision he’s made to trust Hikaru. That moment in the final arc is such a beautiful testament to how much his character grows over the series, and how he gains patience, calm, and acceptance. He and Hikaru are perfect complements.

MJ: When I think about it, my favorite Akira moments in the series are sort of equal parts arrogance and equal parts humility and desperate honesty, and it’s pretty unusual to find those things so evenly distributed in the same person. As a result, Akira’s confidence manages to be endearing, while another character would probably just seem like an ass.

MICHELLE: Aja, reading what you have to say about Akira and his isolation that eventually gives way to more spirited striving reminds me so much of Yuki Sohma from Fruits Basket that I’m actually getting geekbumps just thinking about it. The refined-seeming boy who is set apart due to that very refinement who really only seeks someone who will not be afraid to connect and engage with him on a vital level, you know? Again, this ties in with my love for the “finding where one belongs” story arc, and thinking about how much Akira really needs someone like Hikaru in his life makes me feel kind of sniffly.

HANA: I’m always a little embarrassed to admit that Akira is actually the character that I identify with the most, but he’s my favorite for that reason. What I associate most with Akira is his sense of direction: he’s always loved go and he’s always known that he’s wanted to become a go player. I think that it’s really refreshing that the series makes it clear that Akira isn’t just following in his father’s footsteps but has a vocation for go in his own right. I like to think that an Akira who wasn’t the son of Touya Kouyou may have ended up being passionate about go anyway, although perhaps it might have been a longer road.

But what is also clear is that Hikaru shakes Akira out of his complacence. For the first time in his life, Hikaru forces Akira to question himself. And I love that the series resists the temptation to make it a simple narrative of a prodigy encountering an obstacle for a first time but instead ends up reaffirming Akira’s commitment to the life of go. The relationship is also reciprocal: just as much as Hikaru challenges Akira, Akira also becomes the channel through which Hikaru first connects to the go world.

MJ: So, okay, Sai. Aja spoke rather beautifully about Sai earlier on, and he really is extraordinary. She mentioned that part of what’s special about him is that he’s a real person, and wholeheartedly agree. He isn’t just some ancient, wise, supernatural being, sent to be Hikaru’s mentor; he’s fully human, even as a ghost, for better or worse. As much as I love him, I also spent a significant chunk of the series feeling absolutely horrified by him and the lengths he was willing to go to in order to play the games he wanted, even if it meant jeopardizing Hikaru’s future. But even in those moments, I can recognize that this is what makes him an exceptional character. He is Hotta’s greatest creation. And even in his worst moments, he’s an inspiration.

MICHELLE: I really, really, really love Sai. Really. As I write, I still haven’t received my copy of volume 23 from Amazon, and I still continue to hold out a tiny shred of hope that we’ll see him again, even if he’s not really there. (How cruel of Hotta and Obata to deny us even a glimpse of Sai while Hikaru’s thinking about him, which he at least continue to do.)

In my review of volume twelve, I likened Sai and Hikaru’s relationship to, well, a relationship. They’re together, they love and support each other, but they’re also jealous of each other and fail to sometimes understand what the other wants and needs. At the same time, they still want to stay together, so they’re trying to work out a compromise that will make both of them happy.

It’s absolutely gutwrenching to me to think of how Hikaru would ignore Sai’s requests to play and how incapacitated by regret he eventually was because of this. But at the same time, it’s true, that this is Hikaru‘s life and he has the right to pursue his goals.

But I still really love Sai.

MJ: I think, MIchelle, I might have never become truly livid with Sai had he not insisted on playing Hikaru’s first game as a pro, when he was set up against Touya Meijin. It was one of the most important moments in Hikaru’s career, and Sai’s insistence on playing not only jeopardized everything Hikaru had worked so hard for, but it also stole the experience from Hikaru. This first game is something Hikaru would never get to do again, and Sai, who had already lived his own life and Shuusaku’s insisted on having it for himself. And though I eventually did forgive him, at the time when I first read the series, I considered this act unforgivably greedy.

Of course, all this just made Hikaru’s desperate feelings of regret later on even more poignant. In volume fifteen, when he tries to bargain with God to get Sai back by promising to let him play all the games… not only did I fully forgive Sai at this point, but I was also deeply moved by Hikaru’s selflessness, which (kind of ironically) I think he might not have ever developed without Sai’s influence in his life. It’s all very complicated and messy and human, and I love this series for it.

MICHELLE: That was definitely a crappy thing to do, but I think Hotta does a good job of showing how Sai just wanted it so much he couldn’t stop to think about how Hikaru would feel and, as you say, that’s a very human failing.

Speaking of Sai and Touya Meijin, is anyone else sort of inexplicably touched that the latter is still biding his time, waiting for Sai to reappear?

CATHY: I really like the way you phrase that as “a very human failing!” I don’t think there’s been another story about being haunted by a ghost where the ghost seems just as alive as any of the other characters, in a very human way. He’s not detached from life at all. He’s just as excited and immersed in Hikaru’s world as Hikaru is, whether it be the technology in the internet cafe or the people Hikaru meets. I’ve always sort of entertained the idea that Sai might never have been able to achieve the Hand of God with Honinbou Shuusaku because he never had to lead and work and bargain and love Shuusaku the way he does Hikaru. Because something about the Hand of God is also about the passage of life. As Sai says at the end of the Touya Meijin battle, “God gave me 1000 years of time to show you this game.”

I have always adored Touya Meijin and his fascination with Sai. During the setup to the internet game, he and Sai really understood each other in a way Hikaru and Sai can’t. Touya Meijin actually tries to bargain with Hikaru for more games with Sai! Probably of all the characters in the book, he’s most like what Sai would have been if Sai were living. Touya Meijin is one of the few people other than Hikaru who from the start sees Sai for who Sai is, and not who Hikaru is. I always felt kind of bad for Akira that in some way he was left out of the Hikaru-Touya Meijin-Sai relationship and only manages to approximate the story that happens between them. Akira spends so much of this time understanding his father from the outside, through his mother, or through interactions with other people who have interacted with his father. It reminds me, actually, a lot of the book The Chosen, by Chaim Potok, which is about a young boy who ends up befriending a brilliant, neurotic boy who was raised to be a messiah among men and his stern, overbearing father.

As a side note, does anyone remember reading Chapter 114, right at the end of the Sai vs Touya Meijin internet match, and Ogata tries to intrude on the game, and the nurse asks him, “Are all go players like this?” Then we flash to all the insei, Akira, and Ogata all hovered around a computer watching the game. All go players are like this!

MJ: We talked about Hikaru’s mom a bit earlier, but I’d also like to take a look at some of the other great female characters in the series. I’m especially fond of Akari, and also Kaneko, one of the girls in the Haze Go Club whom I’ve loved for being one of the few examples I’ve seen in manga of (to quote a review of mine), “non-skinny, non-conventionally attractive young female character who is portrayed as smart, athletic, and generally to be admired.” I know you have favorites, too, so do tell!

HANA: Akari and Kaneko are two of my favorites as well! But I have to put in a word for Nase, whom I really grew to like after reading her sidestory, where she skips the insei class to go skating with friends. She’s introduced to a boy who seems interested in her, and they go on a date, only to make a detour to a go salon. Nase is in her element: she’s unfazed by the old men and the cigarette smoke and sits down to play a game. Her date on the other hand is more than a little intimidated, and as Nase grows absorbed in the game, he leaves quietly. I really like the moment when she wins the game and looks around to see if her date had seen her at her “coolest”. When she sees he’s gone, she shrugs and goes back to playing another game.

I love this sidestory because on the one hand, we do see Nase wanting to be ordinary and fit in with her peers, but we also see that she loves go too much to give it up for the appearance of normalcy. It always makes me smile that she’s so confident in thinking that she’s going to look awesome playing go in front of her date; it doesn’t occur to her that he might find it strange. The series does a beautiful job of showing the conflicts and doubts that the insei face: they’re all young and devoting most of their free time to this game that they love, but not all of them are going to pass the exam and enter the pro world. They have to choose, over and over again, whether to stay committed or to give up. At another point in the manga, during the pro exam, Nase wins a game and says that she can’t give up on her dream because she knows she can play games like that. I really like that while Nase does have her moments of self-doubt, the series ultimately affirms her self-confidence.

MICHELLE: I was going to mention Nase, but honestly, I think Hana has expressed her appeal so beautifully that all I can do is nod in agreement! It seems cruel to wish for more of this series, since it was obviously incredibly labor-intensive to create, but I can’t help pining for stories that might have been. Like, a sequel focusing on a girl’s journey to become pro, for example.

AJA: Hana, I love your point about how well Nase fits in among the boys’ club, because it brings up a point I wanted to make earlier regarding the dynamic between Touya Meijin and Sai. Throughout the series, we’re shown again and again the importance of having a rival, someone to pull you further along the road towards the Hand of God. I know that arguably Sai does some unforgivable things, but I think especially the moment you mentioned earlier, MJ, when Sai insists on playing Touya Meijin, is the perfect example of how desperately that need exists in the main cast of players. We see it between Touya Senior and Sai, between Akira and Hikaru, in Ochi (Ochi!!!!), Waya and Isumi, Ogata and Kuwabara, even Tsutsui and Kaga.

But the interesting thing to me is that we never see anything like that kind of obsessive need for an other half in any of the female players that we see throughout the series. Granted, we only see one female insei, but all three of the female Go players we observe seem completely independent. Not only do they have a life outside Go (how awesome is it that Kaneko plays volleyball?), but we never see them getting fixated on being pulled along by someone else, a rival that they can call their own.

In some ways I feel like that’s almost a gender subversion on the part of the series, because there’s a heavily romanticized emphasis on finding your perfect partner that seems to be delineated to the male cast members in the storyline, while the female characters are almost all kept apart from that aspect of the game by their own interests. It’s a refreshing autonomy.

On the other hand, I wonder if it’s problematic that the female characters aren’t allowed to have more stake in the game. We don’t even know, for example, if Touya’s mother has any experience playing Go herself, or if Ichikawa ever does more than run the cash register and chauffeur Touya around.

But I do think that it’s refreshing that the female players who do play seem to do so entirely for their own sakes. Akari may have started out wanting to play the game so she would have something in common with Hikaru, but she keeps playing for herself, and becomes the leader of the Go club! Kaneko may have had to be coaxed to join, but she still bonds with the Haze team and stays with the club. And Nase, as Hana already said, affirms her self-confidence completely independent of any outside opinion. All of the girls of Go seem confident and independent!

CATHY: Akari is a great supporting character. I love that Hotta and Obata use her as a foil to Hikaru’s progress in go. I’m sure everyone remembers that scene where Hikaru asks her what to do if her piece was surrounded by the opponent’s, and she says, “Run away like this!” Later, right before Sai’s disappearance, Hikaru plays a game with her too, and Sai notes that it wasn’t so long ago that Hikaru was the one being taught, but now he can teach Akari. I love that she cares enough about the game to play with Hikaru, but she knows her life is going another way, the more conventional way. But Hotta and Obata never make that path less important than Hikaru’s — just different.

One of my absolute favorite moments of Hikaru no Go is Akari in chapter 154. That was the chapter where, for the first time in a long time, we check in with Kaze Junior High! Akari is going through a period of self-doubt as well, because she isn’t doing as well in cram school as she would like, and she gets this feeling that everyone around her — Kaneko and Hikaru especially — are leaving her world behind. On the way home, she stops by Hikaru’s house and sees that the light is on in his room, and, cheered up, she runs home shouting, “Fight! Fight!” That chapter still brings tears to my eyes now. I was in high school then, feeling sort of out of my element, convinced that I would go to a crappy college and do crappily forever, and seeing Akari go through the same troubles, that her worries and self-doubt were just as real as Hikaru’s troubles (this was right before the North Cup and Hikaru’s re-match with Kadowaki), moved me inexpressibly. In that scene, I think there’s this great sense of meta, that she’s us reading Hikaru’s story too and taking strength from the hikari of Hikaru. Which is fitting, since both their names mean light!

I’ve been reading a lot of discussion in chess forums, interestingly enough, about the difference between male and female chess players, that I think is directly relevant to Aja’s point. In 2009, some researches looked at titles held by men and women in chess and concluded that crunching the numbers, women hold just as many chess titles are they’re supposed to, given how few women chess players there are. In other words, there are more male players than female players, so there are more male players at the far end of the bell curve, thus giving us the false impression that men are inherently better than women. And it can’t help but remind me that in the world of Hikaru no Go, almost all the role models to go players are males: the teachers, the professionals, the reporters. In fact, during the Meijin games, the only female you see is the one who runs the live board, right? I think it speaks to this false logic we get in real life, that we start with an inherently gender-skewed system which discourages/disincentivizes girls from joining, and then we conclude from it that girls just don’t have the interest, or even worse, the skill, to participate in the game. Isn’t there even an exchange where someone tells Akari that girls can’t learn go?

So, yes, I think there is a problematic representation of women in the series, but it actually reflects the problematic nature of games like go and chess in reality! Hotta and Obata clearly have done their research into the world of go, and it wouldn’t surprise me if they found most of it is male dominated. I don’t think it’s a subversion at all, really. But then again, I don’t think it is because I think when it comes to female characters, Obata, at least, has a very troublesome history. Bakuman, I’m looking at you.

HANA: I remember when I was doing some research on female go professionals in Japan, I found that there are separate women’s tournaments for many of the major titles as well as a separate women’s pro exam. (I should note that women are not limited to competing in women-only tournaments or taking the women-only pro exam.) I think there are two ways to look at it. On the positive side, having these separate arenas for women does address the issue of the extreme gender imbalance and helps increase the visibility of female professionals in the go world. On the negative side, it does seem to reinforce the idea that women can’t directly compete with men.

I think Hikaru is the one who tells Akari that girls can’t learn how to play go, and I do think it was a positive sign that Sai immediately contradicts him and says that many women of his acquaintance in the Heian era were masters of the game.

AJA: There’s also the fact that the manga was overseen by a female Go pro, Yoshihara Yukari, and that not only was she the instructor of the Go-Go-Igo! segment that aired along with each episode of the anime, but she also featured a girl student along with a boy student.

So I think they definitely did go out of their way to show that girls could be involved with and part of the game of Go.

MJ: Since we’ve started inching towards it a bit already, let’s take a moment to discuss the end of the series. I’ve seen some disappointment from other manga bloggers over this, and though I had a mixed reaction the very first time I read the ending, I’ve come to like it very much.

My impression of the ending the first time I read the series was that it felt abrupt and maybe a bit weary. It seemed so clear that Hikaru’s journey was not over, and though I realized that the manga couldn’t last forever, I didn’t understand why the creators decided to stop telling me Hikaru’s story at that particular point. To me, it seemed like his story had just barely gotten started, and I felt almost a little angry that I wasn’t going to get to see him finish growing up. I’d never get to see how he learns to deal with being an adult, winning a title, or even just winning a pro game against Akira, which it seemed he must inevitably do sometime as both their careers continue on. I’d never get to see him move out of his mom’s house. I realize that much of this is unrealistic to expect of a shounen manga series, but he’d grown so much right before my very eyes, I felt like I’d been witness to his entire life up to that point and I didn’t understand why I was suddenly being cut out of it.

My second read-through of the series left me feeling completely different about the ending, which was quite a surprise to me, but because I had that initial reaction, I can understand where other manga bloggers (who are just reaching the ending now) are coming from. They’re feeling like it ends with a whimper instead of a bang, and I get that. It’s unexpected. I’ve come to appreciate that very thing about the ending now, but I’ve been there, so I understand.

I know Aja, at least, has some things to say about this (UNDERSTATEMENT), and I’d love to hear what you all think about the way the series ends.

MICHELLE: I read the ending for the first time yesterday. Though I could use a little more mulling time, I have to say that I like it. I like the parts where Yang Hai (the leader of the Chinese team) and Touya Meijin sit around, discussing the hypothetical possibility that the Sai who briefly appeared on the internet was, in fact, the spirit of Shuusaku. They got it right, but they’ll never know they got it right. Still, Sai’s presence inspired both of them, and seemingly reinvigorated the Meijin’s joy in the game.

I like that Hikaru doesn’t win his game against Ko Yeongha, because it prompts Akira to say those wonderful words to him: “It doesn’t end here, y’know. In fact, it’s barely started.” Geekbump city! Would I have liked more? Sure! Would I have liked Sai to come back? Sure! But sometimes what fans want and what a story needs are mutually exclusive concepts, and I’m not dissatisfied at all by what we get.

The one thing that puzzles me is the quote from Sai at the end. “Can you hear me? Can you hear my voice?” This is hearkening back to his first words to Hikaru in the first chapter (though not exactly the same, I note), and so though this is probably a reinforcement of the idea that the distant past will continue to affect the far future—as further shown by the second bonus story, in with those insei are inspired by Hikaru and Akira—part of me wonders, “Wait, what? Is he back? Is no one noticing?!”

HANA: It came as a complete surprise to me to learn that people disagreed about the ending. Thinking on it further, I see where the complaints may be coming from: on a structural level, it did seem to end a little abruptly, just after several new characters had been introduced. Often, the shounen manga convention is that an ultimate goal is introduced at the beginning of the series, and despite the many plot arcs, the series as a whole is expected to achieve that goal. (E.g. winning the nationals in Prince of Tennis or becoming the titular Shaman King in Shaman King.) However, Hikaru no Go completely subverts this genre convention: the initial “goal” at the beginning of the series, Sai wanting to achieve the Hand of God, is never reached. In fact, the series presents the Hand of God as an unrealizable ideal that humanity approaches like an asymptote. One of the most powerful moments in the series is Sai’s realization that the purpose of his afterlife is not to reach the Hand of God, but to pass on the dream to Hikaru, his student, thus becoming part of a larger human story of striving for perfection. When Sai relinquishes his desire to personally find the Hand of God, he is finally able to be at peace. There’s almost a Buddhist quality to how the story transforms the classic shounen quest to “become stronger” into a story about letting go and transcending one’s individual limitations by connecting to others. The ultimate move or power-up has value not because it is an end in itself but because of the journey it inspires.

I think that the beauty of the ending lies in how it ties together these thematic threads and ends on a powerful message about continuing the journey. As we see so often throughout this series, Hotta does not take the easy route of ending Hikaru’s story with a triumphant victory. He loses to Ko Yeongha in a game that he bitterly wanted to win. But in that loss, he reaffirms his purpose in playing go: to remember the past and to look forward to the future, to be part of the unbroken, collective endeavor to reach the Hand of God. I also interpret that last line, echoing Sai’s first words, “Can you hear my voice?” in the context of this message. I think of it as an invitation to the reader to not merely consume the story but become part of it.

MICHELLE: Ooh, I like your interpretation of Sai’s final line very much. I shall promptly adopt that way of thinking of it. It’s sort of like, “How about you? Do you hear the call?”

CATHY: Hana already said everything and so beautifully that I could have said about the ending. For me, I felt the story had already ended when I read chapters 147 and 148. Those are the chapters covering the lunch break of the Hikaru vs Touya preliminary game to the Meijin tournament, where Touya remarks that there’s another person inside of Hikaru, and that person is Sai. Then, in 148, he tells Hikaru that it doesn’t matter because Hikaru is the go he plays! And the rest of 148 is this wonderful dream Hikaru has of Sai. I think that chapter has a similar feel to the real ending of the series, in that we return to Sai’s voice, how Sai’s love for go became Hikaru’s love for go, and thus an extension out to the world of go that Hikaru becomes a part of. There’s even a similar feeling of how the story is just now beginning, because the Weekly Go office talks about how exciting Akira, Hikaru, Ochi and the rest are, as the new generation of go players! So in many ways I felt like for me everything after that was merely icing on the cake. I was pleasantly surprised that the Meijin games didn’t end the story, and as Aja mentioned, that’s exactly where the anime ends it!

I do understand how the manga could have seemed abrupt, but I think you could feel during the North Cup that the story was wrapping to a close, what with bringing back characters like Yang Hai, Suyeong, and even Tsutsui, Yeongha’s potshot at Shuusaku, and finally Hikaru and Akira switching First and Second board. One thing I found great was that Hotta and Obata ended the story with the young players of Japan, Korea, and China marching forward. It’s Korea versus Japan, and it’s the Chinese team commenting on the side. This is no longer the world of Sai and the Fujiwaras and Heian Japan; it isn’t even just the Hikaru and Akira being the rising stars of Japanese go. It’s this wider feeling, an embracing of the rest of the world, a vastness that’s alluded to throughout the story. And that more than ever echoes the final speech given by Yeongha, translated by Yang Hai, concluded by Akira, and mused over by Hikaru. If there was ever a story about how hope springs eternal from the fountain of seishun, I think it’s the final chapter of Hikaru no Go.

AJA: Everyone else has perfectly articulated the richness and the scope of the ending, and I hardly know what to add.

It’s not just that the story subverts the typical shounen trope: Hotta made Hikaru’s loss at the North Star cup even more unspeakably heartbreaking than it would have been on its own, by tying his matchup with Ko Yeongha explicitly to the loss of Sai: the match takes place on May 5th, the anniversary of Sai’s disappearance; and Ko Yeongha insults the memory of Shuusaku. So for Hikaru, this moment isn’t just about failure, or the attainment of a higher level of skill: it’s about honoring Sai’s memory.

To me, all of the ending’s wonderful elements of international connection, cross-generational connection, and metaphysical connection come together in the image of Hikaru weeping, not only for his loss, but for his lost friend. Akira’s reminder, “this isn’t all there is,” is a fully layered statement, because he’s not only acknowledging that there is more to Hikaru’s Go than this loss, but also stressing that the outcome of the game isn’t what keeps Sai alive: it’s the act of playing. And just as Sai needed courage and maturity to accept that his path isn’t about attaining the perfect hand, Hikaru, in that moment of acknowledging Akira’s words and following him out of the room, is showing us how much courage and maturity he has gained over the series—something he couldn’t have gained without also witnessing and being tied to the struggles and losses of everyone around him who is playing the game with him.

In the wake of that moment, Sai’s words in the final panels always wrap around me like a blanket of comfort and hope. I hear them, just as Hana said, as a request to the reader to acknowledge, along with Hikaru, our ever-present connection to the universe and the world and people around us, the past, present, and future. Sai’s acceptance of his intrinsic connection to the rest of humanity allowed him to find peace; and it is our acceptance of our own shared roles as players in the Game that will allow the spirit of Hikaru no Go to live on in each of us.

MJ: That was beautiful, all of you.

So, I know I had a slew of things I wanted to talk about, and I haven’t gotten nearly to all of it, but before we wind down, let me ask all of you, is there anything you’ve been dying to talk about?

CATHY: I just wanted to add that for those of us who enjoy cardgame based anime or manga, while Hikaru no Go is obviously the best I’ve ever read or watched, there are a few other series I would recommend. Fukumoto Noboyuki does a series of excellent manga about games: Akagi and Ten, both of which are about mahjong, and Kaiji, which is about a number of different games, some of which are more, shall we say, gladitorial than others. Akagi was made into a very enjoyable 26 episode anime with a cliffhanger ending, and it’s actually the series that made me start learning mahjong! Fukumoto’s work is much, much darker than Hikaru no Go, though and, sadly, they’re only available right now for those of us who can read Japanese. But if you ever get a chance to check them out, I highly recommend doing so, or at least making a clamoring for someone, anyone, to license them in the US.

MICHELLE: Actually, something Cathy said back at the beginning reminded me of a question I wanted to pose… has anyone been inspired by the series to take up Go? I have! I used to play every lunch with one of my coworkers, and have since purchased a nifty (and largely unused) magnetic board. The problem is… I’m really bad! If only reading the series could impart strategic knowledge to a person!

MJ: I have! Sort of. I bought a small board and stones, but since I didn’t have anyone to play it with, I tried to learn from a computer game, which was a *big mistake*. The game didn’t teach me; it just slaughtered me over and over until I lost the will to go on. I still haven’t gotten up the nerve to ask a real person to teach me, which I think is the way to go, so my cheap, little board remains unused. It’s very sad.

MICHELLE: Oh, I had the same experience with a computer game! You know, Hotta mentions a supplementary book that has the characters’ game records in it. How awesome would it be to get that and have fun recreating the games ourselves?

Okay, yes, I am a big nerd, but this sounds like much fun. Pizza would have to be involved, as well.

AJA: I’ve gotten as far as playing tutorial games online, but I’m so fuzzy on the concepts that I haven’t gotten very far! It’s still fun, though.

HANA: I had the dubious pleasure of my father attempting to teach me go several times, starting from when I was around eight or so. Unfortunately, these lessons always ended in my father playing an even game without any handicaps with me, and I’d lose by at least 40 moku. (I did get very good at playing omok—gomoku in Japanese—though!) So I did go into Hikaru no Go knowing the very basics of the game, but I had always thought of it as an intimidating game that I could never master. Reading the series encouraged me to try learning how to play again. (If Hikaru could learn, surely I could as well!) My father was thrilled at my renewed interest, and he even agreed to give me a four-stone handicap. (I still lost by 40 moku.) I haven’t played very much though; I practice occasionally against a computer game. I also have a magnetic go board that is gathering dust on my shelf.

CATHY: My inability to play go is frankly laughable. The thing is, early into the series, I decided I was never going to understand go and decided I wasn’t going to try too hard to solve the go problems or understand the game! I didn’t know anyone around me who played it either, and I just have such terrible spatial logic that I was never able to grasp the flow of the game. I did, however, memorize a lot of the terms related to go, so I once surprised a real player by talking about playing tengen as a first hand — let it never be said that reading manga will impair your social skills!

MJ: So, pizza and Go, anyone?

 


 

Never-ending thanks to these fun and brilliant ladies for joining me here to discuss Hikaru no Go. Look for more Hikago-related fun over the next two days, and please join us in comments!

Filed Under: FEATURES Tagged With: hikaru no go, roundtables

Spice and Wolf, Vol. 4

May 4, 2011 by Katherine Dacey

At some point in your childhood, a well-meaning adult — a parent, a teacher, Mr. Rodgers — exhorted you “not to judge a book by its cover.” I’m not as diligent about following that advice as I should be, though I have enough experience as a consumer to correctly guess a book’s contents and intended audience from the packaging. Every now and then, however, I completely misjudge a title, as I did with volume four of Spice and Wolf. The cover suggested a fantasy-adventure in a medieval setting — perhaps something along the lines of Claymore — but the story read more like an economics textbook with sexy illustrations.

Ostensibly, Spice and Wolf focuses on the relationship between Holo, a six-hundred-year-old wolf god, and Lawrence, a twenty-five-year-old human. The two meet cute when Holo stows away in Lawrence’s wagon, looking for a ride to her homeland of Yoitsu. Though they’re temperamental opposites — Holo is crafty and impulsive, Lawrence is deliberate and careful — the two discover that they make good business partners; Holo’s ability to manipulate trading partners complements Lawrence’s financial acumen and risk assessment skills.

That’s not a bad premise for a manga; in the right hands, Holo and Lawrence’s travels could be the basis for a smart social satire or an engaging comedy. Unfortunately, the script frequently requires Lawrence to explain the finer points of loans, currency, and inventory control to Holo, expositions that are about as much fun to read as a chapter from Modern Management: Concepts and Skills. Holo’s responses are equally stultifying; in one scene, she cheerfully tells Lawrence, “It’s my intention to pay you back with interest. That means the more I borrow, the more you profit.” Ace student, that Holo.

These tedious exchanges about interest rates and guild politics are occasionally interrupted by comic interludes, usually prompted by Holo’s discovery of a stash of booze or Holo’s decision to groom her tail, an elaborate procedure that requires her to assume a number of fetching poses as she preens. If there was any chemistry between Holo and Lawrence, these scenes might not feel so completely perfunctory, but they serve little purpose beyond catering to the male reader’s gaze. Worse still, the story lacks any sense of urgency or purpose; the dramatic climax of volume four involves Lawrence discovering that he bought a wagon’s worth of worthless armor. There’s more at stake in a typical episode of The Apprentice, and they’re hawking salad dressing and mattresses.

Yet for all my criticisms of Spice and Wolf, I can see why the series has a devoted following. The artwork is immaculate, with clean lines, appealing character designs, and meticulously rendered landscapes, buildings, and urban markets; Keito Koume’s crowd scenes bustle with activity, as characters negotiate deals and flirt with each other, bringing the walled medieval towns to vivid life. The supporting cast, too, boasts some memorable characters. In volume four, for example, Lawrence and Holo cross paths with Norah, a shepherdess whose pleasant demeanor masks a complicated personal history. The volume closes with a bonus story showing us Norah’s visit to a local town, followed by a difficult night when she and her dog Ennek hide from Church authorities. It’s a simple mood piece, but it’s tense and effectively staged, hinting at the broad — even overreaching — power invested in religious authorities.

That the Church’s power and history remain mysterious four volumes into the manga points to the series’ biggest problem: most of the interesting conflicts in Spice and Wolf are so deeply buried beneath the commercial shop-talk that they barely register at all. As a result, Spice and Wolf reads more like Project X: Cup Medieval Noodle than a proper drama; what it desperately needs is a high-speed wagon chase, sword fight, or — dare I say it? — a love scene to goose the proceedings.

Review copy provided by Yen Press. Volume four of Spice & Wolf arrives in stores on May 31, 2011.

SPICE AND WOLF, VOL. 4 • STORY BY ISUNA HASEKURA, ART BY KEITO KOUME • YEN PRESS • 192 pp. • RATING: MATURE

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Seinen, Spice and Wolf, yen press

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