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Manga Bookshelf

Discussion, Resources, Roundtables, & Reviews

Manga Critic

Now You’re One of Us

August 3, 2011 by Katherine Dacey

Noriko, the young heroine of Asa Nonami’s Now You’re One of Us, initially thinks she’s hit the marriage jackpot. Not only are her in-laws wealthy and well regarded by their neighbors, they’re also quick to embrace her as a member of the family. Her husband Kazuhito is handsome and utterly devoted; her mother-in-law Kimie, generous and uncritical; and her sister-in-law Ayano, solicitous to everyone in the household, including Kazuhito’s oddly child-like brother Takehami. Even the Shito matriarch, ninety-eight-year-old Ei, welcomes Noriko to the clan by declaring her the family’s “treasure” and “future.”

Shortly after Noriko arrives at the Shitos’ Tokyo home, a strange, slightly disheveled neighbor approaches her while she works in the garden. Though Kimie is quick to dismiss him as a troubled tenant who’s fallen on hard times, Noriko can’t shake the feeling that the neighbor was about to divulge something damning — a feeling intensified by his mysterious death in a fire several days later. The Shitos’ oddly muted, impersonal response to his death further arouses Noriko’s suspicion, as do the family’s clandestine midnight meetings. Though the Shitos offer reasonable, measured responses to Noriko’s inquiries, she begins wondering if the Shitos run an illicit business… or worse.

Thanks to a fluid translation by Michael and Mitsuko Valek, Asa Nonami’s simple, unfussy prose draws the reader into Noriko’s insular world, showing us how a simple girl from a working class family is lured into the Shitos’ web. In this passage, for example, Nonami reveals Kazuhito to be a deft manipulator, appealing to Noriko’s vanity by suggesting that Ei’s endorsement carries special significance:

“Great Granny’s been watching people for ninety-eight years — she can see through them at a glance, so lots of people in the neighborhood come to ask her for advice.” He explained how delighted he was that Great Granny had taken a liking to her; it showed that he hadn’t been blinded by attraction. He felt like the luckiest man in the world for having found someone of whom his family approved.

Unfortunately, Nonami is never content to let a passage like this one stand alone; she feels compelled to explain how Kazuhito’s words swayed Noriko by telling us exactly what Noriko is thinking at the moment he gives this speech. The obviousness of Noriko’s interior monologues is especially frustrating; Nonami does a competent job of revealing her characters’ motivations and feelings through their actions without resorting to such editorial interventions.

The other drawback to Nonami’s storytelling is that she begins telegraphing the ending just a few chapters into the book. Savvier readers will quickly figure out what the Shitos’ secret is — and it’s a doozy — though they probably won’t mind wading through another hundred pages to have their ickiest suspicions confirmed, especially since Nonami manages a few surprises in the final pages.

The bottom line: Now You’re One of Us is an entertaining, atmospheric potboiler that’s probably best read in the privacy of one’s own home.

This review originally appeared at PopCultureShock on 2/8/08.

NOW YOU’RE ONE OF US • BY ASA NONAMI, TRANSLATED BY MICHAEL AND MITSUKO VALEK • VERTICAL, INC. • 240 pp.

Filed Under: Books, Manga Critic, REVIEWS Tagged With: Mystery/Suspense, Novel, Vertical Comics

Basic Anatomy for the Manga Artist

July 26, 2011 by Katherine Dacey 8 Comments

Billed as “Everything You Need to Start Drawing Authentic Manga Figures,” Basic Anatomy for the Manga Artist helps artists apply what they learned in life drawing class to character design.

The book is divided into six sections. In the first, “Basic Head Elements,” author Christopher Hart shows readers how to draw eyes, ears, noses, and mouths, stressing the importance of correct placement and symmetry in rendering the face. The next three sections, “The Foundation of the Body,” “Topographical Anatomy,” and “Body Symmetry and Asymmetry,” focus on the skeleton and musculature, offering readers clear strategies for representing bones, tendons, and muscles in their figure drawings. The final two sections, “How Movement, Light, and Perspective Affect the Body” and “Putting It All Together,” build on insights from the earlier chapters, leading readers through the process of drawing dynamic poses and creating original character designs.

Though the book is filled with useful illustrations and helpful advice, Hart’s approach is inconsistent. In some chapters, he breaks down tasks into discrete steps, using simple shapes and guidelines to show readers how to draw a mouth in three-quarters view or render a well-toned leg. Other chapters assume more experience on the part of the reader; a novice would have a hard time re-creating some of Hart’s character designs, as even the preliminary sketches are very polished. (Hart also presumes familiarity with illustration software, instructing readers to add shading to their finished drawings without offering tips for doing so.)

The book’s other problem is in the way that it frames manga as a style, not a storytelling medium. “Basic Anatomy for Manga Artists contains instructions specifically designed for drawing idealized heads and bodies in the authentic Japanese style of manga,” Hart declares in the introduction. But what, exactly, is “the authentic Japanese style of manga”: Naruto? Fruits Basket? 20th Century Boys? Lone Wolf and Cub? Instead of defining manga as a style, it would have been more useful for Hart to show how manga artists use a common set of techniques to achieve different results; after all, Goseki Kojima used the same shortcuts for rendering faces and bodies as Hiromu Arakwa and CLAMP, a point that’s glossed over in the text.

Despite its conceptual flaws, Basic Anatomy for the Manga Artist is still a useful reference. Hart’s cutaway illustrations of the muscular and skeletal systems are particularly helpful for the artist who wants a better understanding of how the body moves. Hart also does a fine job of showing readers how to represent muscles, bones, and facial features using a few well-placed lines — an invaluable skill for any sequential artist, regardless of style.

Review copy provided by Watson-Guptill Publications.

BASIC ANATOMY FOR THE MANGA ARTIST: EVERYTHING YOU NEED TO START DRAWING AUTHENTIC MANGA CHARACTERS • BY CHRISTOPHER HART • WATSON-GUPTHILL PUBLICATIONS • 160 pp.

Filed Under: Manga Critic Tagged With: Christopher Hart, How-To, Watson-Gupthill

Basic Anatomy for the Manga Artist

July 26, 2011 by Katherine Dacey

Billed as “Everything You Need to Start Drawing Authentic Manga Figures,” Basic Anatomy for the Manga Artist helps artists apply what they learned in life drawing class to character design.

The book is divided into six sections. In the first, “Basic Head Elements,” author Christopher Hart shows readers how to draw eyes, ears, noses, and mouths, stressing the importance of correct placement and symmetry in rendering the face. The next three sections, “The Foundation of the Body,” “Topographical Anatomy,” and “Body Symmetry and Asymmetry,” focus on the skeleton and musculature, offering readers clear strategies for representing bones, tendons, and muscles in their figure drawings. The final two sections, “How Movement, Light, and Perspective Affect the Body” and “Putting It All Together,” build on insights from the earlier chapters, leading readers through the process of drawing dynamic poses and creating original character designs.

Though the book is filled with useful illustrations and helpful advice, Hart’s approach is inconsistent. In some chapters, he breaks down tasks into discrete steps, using simple shapes and guidelines to show readers how to draw a mouth in three-quarters view or render a well-toned leg. Other chapters assume more experience on the part of the reader; a novice would have a hard time re-creating some of Hart’s character designs, as even the preliminary sketches are very polished. (Hart also presumes familiarity with illustration software, instructing readers to add shading to their finished drawings without offering tips for doing so.)

The book’s other problem is in the way that it frames manga as a style, not a storytelling medium. “Basic Anatomy for Manga Artists contains instructions specifically designed for drawing idealized heads and bodies in the authentic Japanese style of manga,” Hart declares in the introduction. But what, exactly, is “the authentic Japanese style of manga”: Naruto? Fruits Basket? 20th Century Boys? Lone Wolf and Cub? Instead of defining manga as a style, it would have been more useful for Hart to show how manga artists use a common set of techniques to achieve different results; after all, Goseki Kojima used the same shortcuts for rendering faces and bodies as Hiromu Arakwa and CLAMP, a point that’s glossed over in the text.

Despite its conceptual flaws, Basic Anatomy for the Manga Artist is still a useful reference. Hart’s cutaway illustrations of the muscular and skeletal systems are particularly helpful for the artist who wants a better understanding of how the body moves. Hart also does a fine job of showing readers how to represent muscles, bones, and facial features using a few well-placed lines — an invaluable skill for any sequential artist, regardless of style.

Review copy provided by Watson-Guptill Publications.

BASIC ANATOMY FOR THE MANGA ARTIST: EVERYTHING YOU NEED TO START DRAWING AUTHENTIC MANGA CHARACTERS • BY CHRISTOPHER HART • WATSON-GUPTHILL PUBLICATIONS • 160 pp.

Filed Under: Books, Classic Manga Critic, Manga Critic, REVIEWS Tagged With: Christopher Hart, How-To, Watson-Gupthill

Magic Knight Rayearth, Vol. 1

July 22, 2011 by Katherine Dacey 24 Comments

Shonen manga in drag — that’s my quick-and-dirty assessment of CLAMP’s Magic Knight Rayearth, a fantasy-adventure that adheres so closely to the friendship-effort-victory template that it’s easy to forget it ran in the pages of Nakayoshi. A closer examination reveals that Rayearth is, in fact, a complex, unique fusion of shojo and shonen storytelling practices.

If you missed Rayearth when it was first released by Tokyopop, the story goes something like this: three schoolgirls are summoned to defend the kingdom of Cefiro from the wicked priest Zagato, who’s imprisoned Cefiro’s regent, Princess Emeraude, in a watery dungeon. In order to rescue Emeraude, Fuu, Umi, and Hikaru must endure a series of trials that will reveal whether the girls are equal to the task. As the girls advance towards their goal of becoming Magic Knights, however, they begin to realize that Clef Guru, their guide and protector, has misrepresented the true nature of their assignment.

On a moment-to-moment basis, Rayearth reads like shojo. The girls bicker and complain about school; they chibify whenever they’re flustered or frustrated; they cluck and fuss over cute animals; and they share a collective swoon over the series’ one and only cute boy. (He makes a brief but memorable cameo early in the story, as the girls struggle to escape The Forest of Silence.) The girls’ fights, too, are tempered by shojo sentiment; “heart” and compassion play as important a role in defeating many of their enemies as strength and speed.

What sets Rayearth apart from so many other shojo fantasies, however, are the lengthy battle scenes. Fuu, Umi, and Hikaru prove just as adept at repelling surprise attacks and killing monsters as their shonen manga counterparts; though all three girls experience pangs of self-doubt, they show the same steely resolve in combat that Naruto, Ichigo, and InuYasha do. Equally striking is their fierce loyalty to one another; each girl is willing to sacrifice herself so that her friends might live to complete their mission. Though shojo manga can and does stress the importance of female friendship, Rayearth places unusual emphasis on the girls’ shared sense of purpose and commitment to one another. From the very earliest pages of the story, Fuu, Umi, and Hikaru characterize their bond as “sisterhood,” and believe that their love for one another is crucial to their success — a belief that’s systematically tested and proven throughout their journey.

And if you need further proof of Rayearth‘s shonen manga influence, look no further than the Mashins, a trio of anthropomorphic battle robots that Fuu, Umi, and Hikaru awaken in their quest to become Magic Knights. The Mashin are towering, sleek, and lupine, reminiscent of Yoshiyuki Tamino’s iconic mecha designs. Most importantly, the Mashin are fundamental to the story; they’re not an afterthought, but an essential element of the third act, providing the girls with the firepower necessary to combat Zagato.

Yet for all its shonen swagger, Rayearth has some of the most graceful, feminine artwork in the CLAMP canon. The girls’ physical transformations have the same sensual quality as Bernini’s The Ecstasy of St. Theresa, while their magical spells are depicted as undulating waves of energy that envelop their enemies, rather than jagged bolts of light that pierce and slice. Even small, seemingly inconsequential details — Princess Emeraude’s hair, Zagato’s robes — are infused with this same graceful sensibility — the visual antithesis of the spiky, angular aesthetic that prevails in shonen manga.

I only wish Rayearth was as satisfying to read as it is to critique. For all its genre-bending bravado, the script is so painfully earnest that it verges on self-parody. (Sample: “In Cefiro, the heart controls everything. The power of my belief can change the future!”) The girls, too, lack distinctive personalities. Fuu, Umi, and Hikaru are defined primarily by their magical powers and hairstyles, with only superficial differences in behavior and attitude to help readers distinguish them from one another. Perhaps most disappointing is the conclusion, in which we finally grasp the true cause of Emeraude’s imprisonment. For a brief moment, Emeraude seems poised to break free of an onerous responsibility that demands her complete self-abnegation to fulfill. Yet CLAMP’s desire for a dramatic ending demands that Emeraude be punished for even desiring her freedom, making Emeraude the umpteenth female character to be taken out to the woodshed for resisting such a fate.

That said, Magic Knight Rayearth‘s historical importance can’t be denied. Not only was it CLAMP’s first big commercial hit, it was also the title that demonstrated just how effortlessly they could cross genre boundaries. The resulting hybrid of shonen and shojo, sci-fi and fantasy, RPG and classic adventure story is as unique today as it was when it first appeared in the pages of Nakayoshi eighteen years ago, even if some of the visual details and dialogue haven’t aged well. Recommended.

MAGIC KNIGHT RAYEARTH, VOL. 1 • BY CLAMP • DARK HORSE • 640 pp. • RATING: TEEN (13+)

Filed Under: Manga Critic Tagged With: clamp, Dark Horse, Magic Knight Rayearth, shojo

Magic Knight Rayearth, Vol. 1

July 22, 2011 by Katherine Dacey

Shonen manga in drag — that’s my quick-and-dirty assessment of CLAMP’s Magic Knight Rayearth, a fantasy-adventure that adheres so closely to the friendship-effort-victory template that it’s easy to forget it ran in the pages of Nakayoshi. A closer examination reveals that Rayearth is, in fact, a complex, unique fusion of shojo and shonen storytelling practices.

If you missed Rayearth when it was first released by Tokyopop, the story goes something like this: three schoolgirls are summoned to defend the kingdom of Cefiro from the wicked priest Zagato, who’s imprisoned Cefiro’s regent, Princess Emeraude, in a watery dungeon. In order to rescue Emeraude, Fuu, Umi, and Hikaru must endure a series of trials that will reveal whether the girls are equal to the task. As the girls advance towards their goal of becoming Magic Knights, however, they begin to realize that Clef Guru, their guide and protector, has misrepresented the true nature of their assignment.

On a moment-to-moment basis, Rayearth reads like shojo. The girls bicker and complain about school; they chibify whenever they’re flustered or frustrated; they cluck and fuss over cute animals; and they share a collective swoon over the series’ one and only cute boy. (He makes a brief but memorable cameo early in the story, as the girls struggle to escape The Forest of Silence.) The girls’ fights, too, are tempered by shojo sentiment; “heart” and compassion play as important a role in defeating many of their enemies as strength and speed.

What sets Rayearth apart from so many other shojo fantasies, however, are the lengthy battle scenes. Fuu, Umi, and Hikaru prove just as adept at repelling surprise attacks and killing monsters as their shonen manga counterparts; though all three girls experience pangs of self-doubt, they show the same steely resolve in combat that Naruto, Ichigo, and InuYasha do. Equally striking is their fierce loyalty to one another; each girl is willing to sacrifice herself so that her friends might live to complete their mission. Though shojo manga can and does stress the importance of female friendship, Rayearth places unusual emphasis on the girls’ shared sense of purpose and commitment to one another. From the very earliest pages of the story, Fuu, Umi, and Hikaru characterize their bond as “sisterhood,” and believe that their love for one another is crucial to their success — a belief that’s systematically tested and proven throughout their journey.

And if you need further proof of Rayearth‘s shonen manga influence, look no further than the Mashins, a trio of anthropomorphic battle robots that Fuu, Umi, and Hikaru awaken in their quest to become Magic Knights. The Mashin are towering, sleek, and lupine, reminiscent of Yoshiyuki Tamino’s iconic mecha designs. Most importantly, the Mashin are fundamental to the story; they’re not an afterthought, but an essential element of the third act, providing the girls with the firepower necessary to combat Zagato.

Yet for all its shonen swagger, Rayearth has some of the most graceful, feminine artwork in the CLAMP canon. The girls’ physical transformations have the same sensual quality as Bernini’s The Ecstasy of St. Theresa, while their magical spells are depicted as undulating waves of energy that envelop their enemies, rather than jagged bolts of light that pierce and slice. Even small, seemingly inconsequential details — Princess Emeraude’s hair, Zagato’s robes — are infused with this same graceful sensibility — the visual antithesis of the spiky, angular aesthetic that prevails in shonen manga.

I only wish Rayearth was as satisfying to read as it is to critique. For all its genre-bending bravado, the script is so painfully earnest that it verges on self-parody. (Sample: “In Cefiro, the heart controls everything. The power of my belief can change the future!”) The girls, too, lack distinctive personalities. Fuu, Umi, and Hikaru are defined primarily by their magical powers and hairstyles, with only superficial differences in behavior and attitude to help readers distinguish them from one another. Perhaps most disappointing is the conclusion, in which we finally grasp the true cause of Emeraude’s imprisonment. For a brief moment, Emeraude seems poised to break free of an onerous responsibility that demands her complete self-abnegation to fulfill. Yet CLAMP’s desire for a dramatic ending demands that Emeraude be punished for even desiring her freedom, making Emeraude the umpteenth female character to be taken out to the woodshed for resisting such a fate.

That said, Magic Knight Rayearth‘s historical importance can’t be denied. Not only was it CLAMP’s first big commercial hit, it was also the title that demonstrated just how effortlessly they could cross genre boundaries. The resulting hybrid of shonen and shojo, sci-fi and fantasy, RPG and classic adventure story is as unique today as it was when it first appeared in the pages of Nakayoshi eighteen years ago, even if some of the visual details and dialogue haven’t aged well. Recommended.

MAGIC KNIGHT RAYEARTH, VOL. 1 • BY CLAMP • DARK HORSE • 640 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: clamp, Dark Horse, Magic Knight Rayearth, shojo

Ghostface, Vol. 1

July 12, 2011 by Katherine Dacey

“What doesn’t kill you will try again later” — so goes the tag line for Min-Woo Hyung’s Ghostface, a sci-fi thriller in which a female assassin is sent to recover a top-secret drug from a gang of thieves. If only the story was as snappy as the jacket copy! Alas, Ghostface is the kind of talky, self-serious comic that interrupts a perfectly good action scene so that one of the characters can intone nonsense about destiny, or explain a key plot detail for the reader’s benefit, or remind his arch-enemy about the source of their mutual animosity.

It’s a pity that Hyung saddled Ghostface with such a ponderous script, as he’s a terrific artist, capable of drawing sexy, strong characters, evocative landscapes, and scary-looking monsters. Sodo, the island on which Ghostface takes place, offers ample evidence of his skill; though the island’s abandoned buildings and shattered roadways are something of a sci-fi cliche, Hyung’s expert use of color imbues these wasted cities with a sepulchral beauty. His characters, too, are stylish: his women are tall and curvy butt-kickers — the better to fill out their skin-tight costumes — while the men have leonine faces and impossibly chiseled torsos. (In a nod to equal-opportunity fanservice, many of Hyung’s male characters like to accessorize a chic outfit with a bare pec or two.)

Storytelling, on the other hand, is not Hyung’s forte. The basic plot is clearly delineated, but the script’s slack pacing and macho posturing grow tiresome quickly. If I had to point to the moment at which I officially lost interest in Ghostface, it would be a scene in which a drug-addled supervillain hovers over an unconscious woman and hisses, “Your flesh will sustain me and bear my fruit… You were born to be my chalice.” Not since Baudelaire declared, “Your memory in me glitters like a monstrance!” have I read such an uninviting pick-up line involving a sacred object.

And if the relic pillow-talk wasn’t goofy enough, Hyung then introduces a sexy ninja, complete with butt-floss outfit, mystical powers, and a taste for other beautiful women. She’s the kind of character who might have worked in the context of a Koike-Ikegami raunchfest, but Hyung’s story is so self-important that he won’t allow her be to crazy or evil or interesting; her primary role is to strike provocative poses, whether she’s torturing the heroine or lying comatose in a hallway. Hyung doesn’t even have the good graces to let us savor how tough she is, treating her big moment of bad-assery so casually that I didn’t realize that she had stabbed herself in the heart with an acupuncture needle until I re-read the scene.

The bottom line: Ghostface looks like a million bucks, but takes itself so seriously that it forgets to be fun.

GHOSTFACE, VOL. 1 • BY MIN-WOO HYUNG • TOKYOPOP • 140 pp. • RATING: MATURE (18+)

Filed Under: Manga Critic Tagged With: Ghostface, Min-Woo Hyung, Tokyopop

The Best Manga You’re Not Reading: Samurai Crusader

July 9, 2011 by Katherine Dacey 19 Comments

Whenever I see Ryoichi Ikegami’s name attached to a project, I know two things: first, that the manga will be beautifully illustrated, and second, that the plot will be completely nuts.

Samurai Crusader, a globe-trotting, name-dropping adventure from the early 1990s, provides an instructive example. The story revolves around a young martial artist who teams up with struggling novelist Ernest Hemingway — yes, that Ernest Hemingway — to prevent an unscrupulous Japanese general from invading Shanghai with Nazi assistance. And if the thought of Hemingway as a butt-kicking action hero isn’t crazy enough, Ikeda and writer Hiroi Oji populate the story with such colorful bit players as a sadistic female military general, a bare-breasted priestess, an axe-wielding Aryan warrior, a demon whisperer, and a ninja with razor-sharp teeth. Ikeda and Oji don’t skimp on the cameos, either; Pablo Picasso, Joseph Goebbels, and Hermann Goering all have brief but memorable walk-on roles, as do Hitler and Emperor Akihito.

This motley assortment of characters are all chasing Kusanagi, a Japanese sword so expertly crafted that it can sever a canon in two. But Kusanagi isn’t just an elegant weapon; it’s a mystical object, capable of bestowing great power on its owner. The Nazis and the Japanese military alike believe that Kusanagi is the key to world domination, and double-cross each other in hopes of stealing it from the Oritsuin clan, a noble Japanese family. Kumomaru, the youngest member of the Oritsuins, is determined to stop both parties from abusing Kusanagi’s power, racing from Paris to Shanghai in a valiant effort to foil Japanese imperial ambitions in China. Along the way Kumomaru befriends Hemingway, beds a sexy French cat burglar, and falls in with a gang of Chinese warriors who disguise themselves as cooks. (As a sign of just how badass these cook-warriors are, each high-ranking solider in the organization has a dragon tattoo… on his tongue.)

As awesomely silly as the plot may be, the real attraction of Samurai Crusader is the art. The period settings provide Ikegami a swell excuse to draw zeppelins and biplanes, Nazi uniforms and samurai formal wear, French ballrooms and Chinese dives. No detail goes overlooked; even the most inconsequential characters’ clothing is meticulously rendered, and the street lamps in every city are drawn with such care as to distinguish a Parisian boulevard from a Shanghai corner.

The character designs, too, are arresting in their specificity; Ikegami’s great strength as an artist is his ability to convey character through odd facial features and posture, whether he’s drawing a crooked industrialist or a street urchin. Though his lead characters are impossibly attractive, Ikegami’s best creation, by far, is Juzo, a stealthy martial artist with the most distinctive set of choppers since James Bond crossed paths with Jaws. Juzo’s shark-like teeth, wild hair, and demonic squint make him an excellent foil for the handsome Kumomaru; Juzo moves with the lethal precision of a cobra, twisting his body into extraordinary positions to better deploy his arsenal of knives, wires, words, and pistols. Oh, and those teeth? They make swell weapons, too.

The only downside to Samurai Crusader is the dialogue. Though the story unfurls at a furious pace, the story grinds to a halt whenever Kumomaru crosses paths with his arch-nemesis, the deluded General Kamishima. Their all-caps exchanges feel more like policy discussions than real arguments, despite Ikegami’s best efforts to stage the scenes as dramatically as possible. Sweat drops bead, veins pulse and pop, but Ikegami can’t disguise the fact that these speeches are kind of a drag. (Sample: “Independence for all of Asia should be the way of Japan! We need national self-determination!”) What redeems these windy passages are the shoot-outs, tank fights, and sword play that proceed and follow them; aside from John Woo and Andrew Lau, few people can make bloodletting look as elegant as Ikegami does.

Perhaps the best way to summarize Samurai Crusader‘s appeal is to say that it has all the virtues of Crying Freeman and Wounded Man — crazy action scenes, sexy leads, mustache-twirling villains — without the copious nudity and sexual violence that can give even the most committed manga fan pause. Readers interested in tracking down copies should note that all three volumes of Samurai Crusader are out of print, though reasonably priced copies are readily available on Amazon and eBay. Highly recommended.

SAMURAI CRUSADER: THE KUMOMARU CHRONICLES, VOLS. 1-3 • STORY BY HIROI OJI, ART BY RYOICHI IKEGAMI • VIZ COMMUNICATIONS, INC. • NO RATING

Filed Under: Manga Critic Tagged With: Hiroi Oji, Ryoichi Ikegami, Shonen, VIZ

The Best Manga You’re Not Reading: Samurai Crusader

July 9, 2011 by Katherine Dacey

Whenever I see Ryoichi Ikegami’s name attached to a project, I know two things: first, that the manga will be beautifully illustrated, and second, that the plot will be completely nuts. Samurai Crusader, a globe-trotting, name-dropping adventure from the early 1990s, provides an instructive example. The story revolves around a young martial artist who teams up with struggling novelist Ernest Hemingway — yes, that Ernest Hemingway — to prevent an unscrupulous Japanese general from invading Shanghai with Nazi assistance. And if the thought of Hemingway as a butt-kicking action hero isn’t crazy enough, Ikeda and writer Hiroi Oji populate the story with such colorful bit players as a sadistic female military general, a bare-breasted priestess, an axe-wielding Aryan warrior, a demon whisperer, and a ninja with razor-sharp teeth. Ikeda and Oji don’t skimp on the cameos, either; Pablo Picasso, Joseph Goebbels, and Hermann Goering all have brief but memorable walk-on roles, as do Hitler and Emperor Akihito.

This motley assortment of characters are all chasing Kusanagi, a Japanese sword so expertly crafted that it can sever a canon in two. But Kusanagi isn’t just an elegant weapon; it’s a mystical object, capable of bestowing great power on its owner. The Nazis and the Japanese military alike believe that Kusanagi is the key to world domination, and double-cross each other in hopes of stealing it from the Oritsuin clan, a noble Japanese family. Kumomaru, the youngest member of the Oritsuins, is determined to stop both parties from abusing Kusanagi’s power, racing from Paris to Shanghai in a valiant effort to foil Japanese imperial ambitions in China. Along the way Kumomaru befriends Hemingway, beds a sexy French cat burglar, and falls in with a gang of Chinese warriors who disguise themselves as cooks. (As a sign of just how badass these cook-warriors are, each high-ranking solider in the organization has a dragon tattoo… on his tongue.)

As awesomely silly as the plot may be, the real attraction of Samurai Crusader is the art. The period settings provide Ikegami a swell excuse to draw zeppelins and biplanes, Nazi uniforms and samurai formal wear, French ballrooms and Chinese dives. No detail goes overlooked; even the most inconsequential characters’ clothing is meticulously rendered, and the street lamps in every city are drawn with such care as to distinguish a Parisian boulevard from a Shanghai corner.

The character designs, too, are arresting in their specificity; Ikegami’s great strength as an artist is his ability to convey character through odd facial features and posture, whether he’s drawing a crooked industrialist or a street urchin. Though his lead characters are impossibly attractive, Ikegami’s best creation, by far, is Juzo, a stealthy martial artist with the most distinctive set of choppers since James Bond crossed paths with Jaws. Juzo’s shark-like teeth, wild hair, and demonic squint make him an excellent foil for the handsome Kumomaru; Juzo moves with the lethal precision of a cobra, twisting his body into extraordinary positions to better deploy his arsenal of knives, wires, words, and pistols. Oh, and those teeth? They make swell weapons, too.

The only downside to Samurai Crusader is the dialogue. Though the story unfurls at a furious pace, the story grinds to a halt whenever Kumomaru crosses paths with his arch-nemesis, the deluded General Kamishima. Their all-caps exchanges feel more like policy discussions than real arguments, despite Ikegami’s best efforts to stage the scenes as dramatically as possible. Sweat drops bead, veins pulse and pop, but Ikegami can’t disguise the fact that these speeches are kind of a drag. (Sample: “Independence for all of Asia should be the way of Japan! We need national self-determination!”) What redeems these windy passages are the shoot-outs, tank fights, and sword play that proceed and follow them; aside from John Woo and Andrew Lau, few people can make bloodletting look as elegant as Ikegami does.

Perhaps the best way to summarize Samurai Crusader‘s appeal is to say that it has all the virtues of Crying Freeman and Wounded Man — crazy action scenes, sexy leads, mustache-twirling villains — without the copious nudity and sexual violence that can give even the most committed manga fan pause. Readers interested in tracking down copies should note that all three volumes of Samurai Crusader are out of print, though reasonably priced copies are readily available on Amazon and eBay. Highly recommended.

SAMURAI CRUSADER: THE KUMOMARU CHRONICLES, VOLS. 1-3 • STORY BY HIROI OJI, ART BY RYOICHI IKEGAMI • VIZ COMMUNICATIONS, INC. • NO RATING

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Hiroi Oji, Ryoichi Ikegami, Shonen, VIZ

Monster Hunter Orage, Vol. 1

July 4, 2011 by Katherine Dacey 11 Comments

As a critic, few words fill me with more trepidation than “inspired by the popular video game.” I’ve read my share of video game manga, most of which were thin on plot and characterization but heavy on explanation. Every so often, however, I run across a series like Monster Hunter Orage, which manages to stay true to its roots while offering something to readers who’ve never played the game.

What makes Monster Hunter work is Hiro Mashima’s script, which does a solid job of translating game play into genuine plot. In the original game, players answered to a town guild, accepting orders to hunt or capture a variety of monsters. Players could fly solo or team up with one, two, or three other gamers to bring down bigger monsters and boost their skill rating. (The ultimate object of the game was to attain the highest skill level, rather than accumulate the greatest number of points.)

In the manga, Mashima builds a story around Shiki, a hunter on a quest to find Myo Galuna, a.k.a. the Thunder Dragon. Shiki is a Seal Hunter, a special category of monster-slayer who’s free to pursue game without interference from town guilds. Though he’s strong and skilled, his brash behavior and social cluelessness prove serious barriers to finding comrades — that is, until he meets Ailee, a fiercely independent hunter who shares Shiki’s desire to find the Thunder Dragon, and Sakya, a gunner who wants to avenge her father’s death.

Shiki and Ailee’s peppery rapport provides a welcome jolt of comic energy, whether they’re arguing about how to kill a monster or how to catch dinner. Like many of Mashima’s heroines, Ailee has little tolerance for teenage male foolishness, and frequently dismisses Shiki with a withering comment. (When they first meet, for example, Shiki blurts out, “Say, haven’t we met before?”, to which Ailee replies, “It’s been forever since I heard that stale pick-up line. Wait. Don’t respond. Just go somewhere else.”) Other supporting characters play a similar role in keeping the tone breezy: the Prince, a preening, foolish hunter, is font of malapropisms, while Maru, the Prince’s sidekick, provides an energetic stream of patter whenever the two appear together.

The art is as nimble as the script, relying heavily on Mashima’s crisp linework to give definition to his characters, monsters, and landscapes; he’s as sparing with screentone as Arina Tanemura is with white space. Though the characters have marvelous, elastic faces, capable of registering fifteen degrees of surprise and indignation, the monsters are unimpressive; they look a lot like dinosaurs with extra feathers and appendages. Put the men and the monsters together, however, and the results are terrific: the fights are graceful and swift, allowing the main characters to demonstrate their martial arts acumen without dragging out the conflict over three or four chapters.

If I had any complaint about Monster Hunter Orage, it’s that the story quickly falls into a predictable pattern. The outcome of the fights is never in question, nor is Shiki’s role as the hunter who will ultimately be the one to outsmart the monster. Even efforts to introduce subplots only go so far; by the end of volume one, it’s clear that the Prince will do anything to destroy Shiki, but his buffoonish behavior and general incompetence make him a less-than-credible threat to the heroes.

But if Monster Hunter isn’t as deep as it could be, it’s still a lot of fun, propelled by a goofy, anything-for-a-laugh script, appealing characters, and plenty of man-on-monster action. And at four volumes, the series won’t overstay its welcome. A good beach read.

MONSTER HUNTER ORAGE, VOL. 1 • BY HIRO MASHIMA • KODANSHA COMICS USA • 192 pp. • RATING: TEEN (13+)

Filed Under: Manga Critic Tagged With: Capcom, Hiro Mashima, kodansha, monster hunter orage, Shonen

Monster Hunter Orage, Vol. 1

July 4, 2011 by Katherine Dacey

As a critic, few words fill me with more trepidation than “inspired by the popular video game.” I’ve read my share of video game manga, most of which were thin on plot and characterization but heavy on explanation. Every so often, however, I run across a series like Monster Hunter Orage, which manages to stay true to its roots while offering something to readers who’ve never played the game.

What makes Monster Hunter work is Hiro Mashima’s script, which does a solid job of translating game play into genuine plot. In the original game, players answered to a town guild, accepting orders to hunt or capture a variety of monsters. Players could fly solo or team up with one, two, or three other gamers to bring down bigger monsters and boost their skill rating. (The ultimate object of the game was to attain the highest skill level, rather than accumulate the greatest number of points.)

In the manga, Mashima builds a story around Shiki, a hunter on a quest to find Myo Galuna, a.k.a. the Thunder Dragon. Shiki is a Seal Hunter, a special category of monster-slayer who’s free to pursue game without interference from town guilds. Though he’s strong and skilled, his brash behavior and social cluelessness prove serious barriers to finding comrades — that is, until he meets Ailee, a fiercely independent hunter who shares Shiki’s desire to find the Thunder Dragon, and Sakya, a gunner who wants to avenge her father’s death.

Shiki and Ailee’s peppery rapport provides a welcome jolt of comic energy, whether they’re arguing about how to kill a monster or how to catch dinner. Like many of Mashima’s heroines, Ailee has little tolerance for teenage male foolishness, and frequently dismisses Shiki with a withering comment. (When they first meet, for example, Shiki blurts out, “Say, haven’t we met before?”, to which Ailee replies, “It’s been forever since I heard that stale pick-up line. Wait. Don’t respond. Just go somewhere else.”) Other supporting characters play a similar role in keeping the tone breezy: the Prince, a preening, foolish hunter, is font of malapropisms, while Maru, the Prince’s sidekick, provides an energetic stream of patter whenever the two appear together.

The art is as nimble as the script, relying heavily on Mashima’s crisp linework to give definition to his characters, monsters, and landscapes; he’s as sparing with screentone as Arina Tanemura is with white space. Though the characters have marvelous, elastic faces, capable of registering fifteen degrees of surprise and indignation, the monsters are unimpressive; they look a lot like dinosaurs with extra feathers and appendages. Put the men and the monsters together, however, and the results are terrific: the fights are graceful and swift, allowing the main characters to demonstrate their martial arts acumen without dragging out the conflict over three or four chapters.

If I had any complaint about Monster Hunter Orage, it’s that the story quickly falls into a predictable pattern. The outcome of the fights is never in question, nor is Shiki’s role as the hunter who will ultimately be the one to outsmart the monster. Even efforts to introduce subplots only go so far; by the end of volume one, it’s clear that the Prince will do anything to destroy Shiki, but his buffoonish behavior and general incompetence make him a less-than-credible threat to the heroes.

But if Monster Hunter isn’t as deep as it could be, it’s still a lot of fun, propelled by a goofy, anything-for-a-laugh script, appealing characters, and plenty of man-on-monster action. And at four volumes, the series won’t overstay its welcome. A good beach read.

MONSTER HUNTER ORAGE, VOL. 1 • BY HIRO MASHIMA • KODANSHA COMICS USA • 192 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Capcom, Hiro Mashima, kodansha, monster hunter orage, Shonen

The Betrayal Knows My Name, Vol. 1

June 29, 2011 by Katherine Dacey 27 Comments

For years, Tokyopop specialized in a particular genre — call it “forbidden bromance,” for want of a better term — in which two handsome, impeccably groomed young men teetered on the brink of a relationship. That relationship usually faced a serious obstacle: one might be a demon and the other a human, for example, or one may have killed the other in a previous life. Most of the story was devoted to uncovering the reason that fate united them, providing the heroes ample time for impassioned conversations and meaningful looks.

At their best, titles like Tokyo Bablyon, Silver Diamond, and X-Kai were silly but engrossing, with plot twists as gloriously melodramatic as an episode of Passions; at their worst, they read like bad slash fic, with purple dialogue and an abundance of poorly explained plot details. Yen Press’ latest offering, The Betrayal Knows My Name, has all the requisite elements to be a gas — pretty-boy leads, past-life tragedy, perfectly moussed locks — but never quite rises to the level of a great guilty pleasure.

Not that volume one wants for activity; every chapter is packed with action sequences, murderous demons, dramatic confrontations, and shocking revelations. What Betrayal lacks is the kind of tightly constructed narrative that made the best bromances such a treat to read. The characters barely rise above type, while script flirts with incoherence at every turn, introducing new characters and subplots at such a furious pace that the central love story is often in danger of being overshadowed. Even the dialogue sags; when the characters aren’t explaining things to one another, they’re so wrapped up in their own thoughts that their monologues become tedious. (Sample: “We can’t survive on principles alone. And everyone would like to live without getting tainted at all. But that’s not how things are.”)

That’s a pity, because The Betrayal Knows My Name looks a lot like my favorite bromances. The character designs owe an obvious debt to CLAMP’s high Baroque period, when characters wore trench coats and dog collars and always had windswept hair. And Hotaru Odagiri certainly knows how to draw brooding men; her heroes, Yuki and Zess, spend a great deal of time staring into space while wearing soulful expressions. (They also know how to pop a pose for readers, allowing us to savor the sheer ridiculousness of their outfits, and the artful way in which they leave their shirts unbuttoned to the waist.)

Yet the prettiness of the character designs can’t camouflage the fact that Betrayal is straining too hard for effect; what should be a great, emo-porn pleasure is something of a chore to read, thanks to its relentless pace, clumsy dialogue, and chemistry-free leads. Readers who can’t get enough of the forbidden bromance genre may find Betrayal an adequate fix; others are encouraged to hold out for Tokyo Babylon‘s return this fall.

Review copy provided by Yen Press.

THE BETRAYAL KNOWS MY NAME, VOL. 1 • BY HOTARO ODAGIRI • YEN PRESS • 368 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga Critic Tagged With: Betrayal Knows My Name, yen press

The Betrayal Knows My Name, Vol. 1

June 29, 2011 by Katherine Dacey

For years, Tokyopop specialized in a particular genre — call it “forbidden bromance,” for want of a better term — in which two handsome, impeccably groomed young men teetered on the brink of a relationship. That relationship usually faced a serious obstacle: one might be a demon and the other a human, for example, or one may have killed the other in a previous life. Most of the story was devoted to uncovering the reason that fate united them, providing the heroes ample time for impassioned conversations and meaningful looks.

At their best, titles like Tokyo Bablyon, Silver Diamond, and X-Kai were silly but engrossing, with plot twists as gloriously melodramatic as an episode of Passions; at their worst, they read like bad slash fic, with purple dialogue and an abundance of poorly explained plot details. Yen Press’ latest offering, The Betrayal Knows My Name, has all the requisite elements to be a gas — pretty-boy leads, past-life tragedy, perfectly moussed locks — but never quite rises to the level of a great guilty pleasure.

Not that volume one wants for activity; every chapter is packed with action sequences, murderous demons, dramatic confrontations, and shocking revelations. What Betrayal lacks is the kind of tightly constructed narrative that made the best bromances such a treat to read. The characters barely rise above type, while script flirts with incoherence at every turn, introducing new characters and subplots at such a furious pace that the central love story is often in danger of being overshadowed. Even the dialogue sags; when the characters aren’t explaining things to one another, they’re so wrapped up in their own thoughts that their monologues become tedious. (Sample: “We can’t survive on principles alone. And everyone would like to live without getting tainted at all. But that’s not how things are.”)

That’s a pity, because The Betrayal Knows My Name looks a lot like my favorite bromances. The character designs owe an obvious debt to CLAMP’s high Baroque period, when characters wore trench coats and dog collars and always had windswept hair. And Hotaru Odagiri certainly knows how to draw brooding men; her heroes, Yuki and Zess, spend a great deal of time staring into space while wearing soulful expressions. (They also know how to pop a pose for readers, allowing us to savor the sheer ridiculousness of their outfits, and the artful way in which they leave their shirts unbuttoned to the waist.)

Yet the prettiness of the character designs can’t camouflage the fact that Betrayal is straining too hard for effect; what should be a great, emo-porn pleasure is something of a chore to read, thanks to its relentless pace, clumsy dialogue, and chemistry-free leads. Readers who can’t get enough of the forbidden bromance genre may find Betrayal an adequate fix; others are encouraged to hold out for Tokyo Babylon‘s return this fall.

Review copy provided by Yen Press.

THE BETRAYAL KNOWS MY NAME, VOL. 1 • BY HOTARO ODAGIRI • YEN PRESS • 368 pp. • RATING: OLDER TEEN (16+)

Filed Under: Classic Manga Critic, Manga, Manga Critic, REVIEWS Tagged With: Betrayal Knows My Name, yen press

Grand Guignol Orchestra, Vol. 3

June 9, 2011 by Katherine Dacey 4 Comments

In his review of TRON: Legacy, critic Andrew O’Hehir made a distinction between movies that are boring because they make the viewer keenly aware of time’s passage — what he calls “intentional and challenging boredom” — and movies that are boring because they overstimulate the viewer — what he calls the boredom of “endless distraction and wall-to-wall entertainment.” Kaori Yuki’s latest effort, Grand Guignol Orchestra, is a prime example of the latter, a relentlessly melodramatic horror story that never pauses to catch its breath. And while that kind of manga can be engrossing, Yuki’s unwillingness to vary the tone or pace robs Grand Guignol Orchestra of its power to shock, amuse, or arouse anything resembling a real human emotion.

In other words, it’s boring.

The third volume isn’t boring for lack of effort. There’s a lengthy set-piece in which Eles, Gwindel, and Lucille engage in hand-to-hand combat with an evil, cross-dressing nun who is, in fact, a castrato; there are several flashbacks to Lucille and Gwindel’s tortured pasts; and there’s a third-act auction in which noblemen bid for the privilege of watching a young woman be transformed into a zombie. And if those plot twists weren’t enough to hold the reader’s attention, Yuki throws in a few more for good measure: characters double- and triple-cross each other, former enemies unite against a common foe, and zombies swarm a castle, chomping on everyone in sight.

For all the sound and fury, volume three is dramatically inert. Every conversation is overwrought to the point of cartoonishness, draining the truly horrific and sad moments of their visceral power. Worse still, Yuki feels the need to include closed captions for the emotionally impaired, a function she’s assigned to the hapless Eles; when Eles isn’t playing the piano or being held hostage by one of Lucille’s enemies, her primary job is to think about the other characters: “Oh, so that’s why so-and-so has been depressed!” or “They don’t hate each other; they just can’t be together!” And so on.

The artwork, like the script, seems calculated to overwhelm rather than seduce. Yuki is a big proponent of the costume-as-character school of manga writing, substituting epaulets, eye patches, and lace for actual personality traits. As a result, every character, no matter how inconsequential to the story, wears a wackadoo outfit of one sort or another: a habit with a plunging neckline, a clown mask and a cock-eyed top hat. Yuki’s artwork is certainly arresting; her linework is very sensual, and her flair for drawing costumes undeniable, but her desire to populate every scene with elaborately dressed nuns, zombies, and masqueraders comes across as numbing excess in a story that lacks any form of narrative restraint.

I realize that many people will read this review and think I’m a killjoy, that I’ve lost my ability to enjoy a manga for what it is and not what I want it to be. And, to some extent, those readers are right; after five years of grinding out manga reviews, I’m no longer enthusiastic about stories that rely on spectacle to command my attention. But what I find more frustrating about Grand Guignol Orchestra is that there’s nothing real or interesting lurking beneath its busy surface; it’s hysteria masquerading as drama, and the constant stimulation of all-caps dialogue, sudden plot reversals, and Baroque murders becomes its own form of tedium to be endured, rather than something to be savored and enjoyed.

Review copy provided by VIZ Media, LLC.

GRAND GUIGNOL ORCHESTRA, VOL. 3 • BY KAORI YUKI • VIZ MEDIA • 196 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga Critic Tagged With: Grand Guignol Orchestra, Kaori Yuki, shojo, shojo beat, VIZ, Zombies

Grand Guignol Orchestra, Vol. 3

June 9, 2011 by Katherine Dacey

In his review of TRON: Legacy, critic Andrew O’Hehir made a distinction between movies that are boring because they make the viewer keenly aware of time’s passage — what he calls “intentional and challenging boredom” — and movies that are boring because they overstimulate the viewer — what he calls the boredom of “endless distraction and wall-to-wall entertainment.” Kaori Yuki’s latest effort, Grand Guignol Orchestra, is a prime example of the latter, a relentlessly melodramatic horror story that never pauses to catch its breath. And while that kind of manga can be engrossing, Yuki’s unwillingness to vary the tone or pace robs Grand Guignol Orchestra of its power to shock, amuse, or arouse anything resembling a real human emotion.

In other words, it’s boring.

The third volume isn’t boring for lack of effort. There’s a lengthy set-piece in which Eles, Gwindel, and Lucille engage in hand-to-hand combat with an evil, cross-dressing nun who is, in fact, a castrato; there are several flashbacks to Lucille and Gwindel’s tortured pasts; and there’s a third-act auction in which noblemen bid for the privilege of watching a young woman be transformed into a zombie. And if those plot twists weren’t enough to hold the reader’s attention, Yuki throws in a few more for good measure: characters double- and triple-cross each other, former enemies unite against a common foe, and zombies swarm a castle, chomping on everyone in sight.

For all the sound and fury, volume three is dramatically inert. Every conversation is overwrought to the point of cartoonishness, draining the truly horrific and sad moments of their visceral power. Worse still, Yuki feels the need to include closed captions for the emotionally impaired, a function she’s assigned to the hapless Eles; when Eles isn’t playing the piano or being held hostage by one of Lucille’s enemies, her primary job is to think about the other characters: “Oh, so that’s why so-and-so has been depressed!” or “They don’t hate each other; they just can’t be together!” And so on.

The artwork, like the script, seems calculated to overwhelm rather than seduce. Yuki is a big proponent of the costume-as-character school of manga writing, substituting epaulets, eye patches, and lace for actual personality traits. As a result, every character, no matter how inconsequential to the story, wears a wackadoo outfit of one sort or another: a habit with a plunging neckline, a clown mask and a cock-eyed top hat. Yuki’s artwork is certainly arresting; her linework is very sensual, and her flair for drawing costumes undeniable, but her desire to populate every scene with elaborately dressed nuns, zombies, and masqueraders comes across as numbing excess in a story that lacks any form of narrative restraint.

I realize that many people will read this review and think I’m a killjoy, that I’ve lost my ability to enjoy a manga for what it is and not what I want it to be. And, to some extent, those readers are right; after five years of grinding out manga reviews, I’m no longer enthusiastic about stories that rely on spectacle to command my attention. But what I find more frustrating about Grand Guignol Orchestra is that there’s nothing real or interesting lurking beneath its busy surface; it’s hysteria masquerading as drama, and the constant stimulation of all-caps dialogue, sudden plot reversals, and Baroque murders becomes its own form of tedium to be endured, rather than something to be savored and enjoyed.

Review copy provided by VIZ Media, LLC.

GRAND GUIGNOL ORCHESTRA, VOL. 3 • BY KAORI YUKI • VIZ MEDIA • 196 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Grand Guignol Orchestra, Kaori Yuki, shojo, shojo beat, VIZ, Zombies

A Certain Scientific Railgun, Vol. 1

June 6, 2011 by Katherine Dacey 16 Comments

Question: what do you get when you cross Sunshine Sketch with X-Men? Answer: A Certain Scientific Railgun, a story about a quartet of schoolgirl psychics who fight crime, go shopping, and eat parfaits. If that combination sounds like the manga equivalent of a peanut butter and tunafish sandwich, it is; the story see-saws between sci-fi pomposity and 4-koma cuteness, never combining these two very different flavors into an appetizing dish.

The story takes place in Academy City, a metropolis whose entire population consists of psychics and psychics-in-training. After a series of bank robberies and bombings, members of Justification, Academy City’s teen police force, make a disturbing discovery: some psychics — or “espers,” in the series’ parlance — are using an illicit drug called Level Upper to enhance their natural ability. (Level Upper is, in essence, steroids for teleporters and mind-readers.) Though the drug grants them tremendous power, that power comes with a terrible price, causing the user to slip into an irreversible coma. The girls must then track the drug to its source before it can spread through Academy City.

As promising as the plot sounds, it often feels like an afterthought, something that happens in between the principal characters’ trips to the mall, the cafe, and the gym. (There’s an entire scene devoted to one character’s efforts to find the perfect pair of pajamas. No, I’m not kidding.) The lead character, Mikoto, is the strongest and best-defined of the bunch; she’s described as a “level-five esper” capable of channeling up to one billion volts of electricity, a skill she gleefully unleashes on robbers, perverts, and her arch-nemesis, a male psychic named Toma Kamijo. Though Mikoto is an unappealing heroine, she’s the only female character who has a real personality; Mikoto is angry, unpredictable, and stubborn, but she’s also very disciplined, cultivating her skills with practice and study. Kuroko, Ruiko, and Kazari, the remaining members of the quartet, are less developed: each girl has one psychic ability that she uses in combat and one adorable tic that she exhibits while hanging out with friends. (Actually, “adorable” is up for debate; grabbing another girl’s breasts seems more predatory than cute.)

Thin as the characterizations may be, A Certain Scientific Railgun faces an even bigger problem: many important plot elements are poorly explained. Not that the series wants for exposition-dense conversation; the opening ten pages are filled with characters narrating Mikoto’s rise from level-zero nobody to level-five bad-ass. But many other details remain unexplored: who is Toma and why does Mikoto detest him? why do so many characters have supernatural abilities? why has the government created an entire city just for young psychics? Perhaps the most egregious example is Mikoto herself; though we learn a lot about her education, the fact that she’s been cloned is glossed over, as if having six genetic doppelgangers was entirely unremarkable.

Given Railgun‘s origins — it’s a side story within A Certain Magical Index, a long-running light novel series — it’s not surprising that so many of these crucial details remain unexamined; the author might reasonably expect Japanese fans to know the Magical Index universe well enough to jump into Railgun with a minimum of exposition. For a newcomer, however, the experience is frustrating; uninteresting plot points are explored in excruciating detail, while many of the things that seem more fundamental to the story (e.g. the characters’ psychic abilities) are barely addressed at all.

The final chapter suggests that future installments may feature more scenes of crime-solving and fewer scenes of tweenage girls showering, eating desserts, and horsing around. An honest-to-goodness mystery would go a long way towards giving the story some dramatic shape; right now, A Certain Scientific Railgun feels as aimless and airy as a volume of Sunshine Sketch, even if Mikoto and friends have cooler talents than the Sunshine girls.

Review copy provided by Seven Seas. Volume one will be released on June 30, 2011.

A CERTAIN SCIENTIFIC RAILGUN, VOL. 1 • STORY BY KAZUMA KAMACHI, ART BY MOTIO FUYUKAWA • SEVEN SEAS • 192 pp. • RATING: TEEN (13+)

Filed Under: Manga Critic Tagged With: Certain Magical Index, Seven Seas

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