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Manga Bookshelf

Discussion, Resources, Roundtables, & Reviews

Reviews

The Drops of God, Vol. 2

December 17, 2011 by Sean Gaffney

By Tadashi Agi and Shu Okimoto. Released in Japan as “Kami no Shizuku” by Kodansha, serialization ongoing in the magazine Weekly Morning. Released in North America by Vertical.

The second volume of The Drops of God continues our story where we left off, with Shizuku and Miyabi trying to find dazzling yet inexpensive French wines to satisfy a bet with their colleague who boasts that Italian wine is the best. Of course, each bottle they find brings another story, be it a family torn apart by both death and the inability to match wine with food; two brothers who cannot agree on anything about wine; and Tomine’s lover Saionji, who’s intrigued by Shizuku yet also wants to show him up in a wine-tasting competition. And of course there’s the will of Shizuku’s late father, which finally gives us the main plot of this whole series.

Really, there are so many things working against me with this manga, which I should not love nearly as much as I do. I don’t drink wine, which means that I’m usually smiling and nodding at all of the wine backstory and exposition about as much as I would be were I to read a really deep mahjong manga. The broad strokes of the plot rely on cliches that we have seen in a million other Japanese seinen mangas, food or otherwise, and this applies to some of the one-offs as well. (Father and daughter torn apart by an argument over the mother’s death? Two brothers, one a delinquent and one cool and intelligent? Did they get this from the Big Book of Manga Plots, Vol. 3?) And Miyabi, one of the main characters, is still rather undeveloped: she’s there to be the sounding board, provide mild fanservice, and be a cute female who the hero might eventually hook up with, but it’s not happening anytime soon.

All of this is true. So then why is Drops of God so good? Because the writers are fantastic at what they do. This is a manga written by two pepole who know exactly what needs to be done to sell a plot – which includes using tired cliches, which can easily work in your favor when handled correctly. The pacing is phenomenal, with every 4-5 chapters feeling like an episode of a TV drama (which I believe the show was later adapted to). These chapters were written for reading as a serialized weekly manga, and the start of each chapter recaps the cliffhanger from the last, just like old-school Doctor Who. The goal is to get you to be unable to ever put it down or stop – you have to find out what happens next week.

As for all the wine exposition, despite my lack of knowledge, I was never really bored with it. There is a balance between walls of text explaining a particular region of France and the emotional feelings that go with drinking the wines from that region. The descriptions of what it is like to drink a particular wine are not quite as over the top as the first omnibus, but are just as evocative – my favorite was probably the Parisian flea market. Given how hard it is to convey taste and smell to another person, you can easily imagine that wine critics talk like this all the time. I also enjoyed that the manga tries to be even-handed – the competition with Honma is not as easy as you’d suspect, and the Italian wines featured sound just as good as the French ones.

Lastly, I enjoy the art, which can sometimes be an afterthought in manga like these that are meant to be incredibly wordy. Most folks will love the scenes showing what the wine conveys to the drinker – I’d mentioned the flea market earlier, but the masquerade was just as good, and the description of the First “Apostle” looks gorgeous, and makes you want to figure out what wine it captures just as much as Shizuku. I also like the little ‘goofy bits’ that get thrown in – the manga has a certain sense of humor, though it’s not a comedy, and seeing Shizuku and Miyabi’s occasional frazzled or superdeformed expressions is great fun.

A lot of this reads like a giant mystery, which is not surprising given it’s from the creators of The Kindaichi Case Files. It’s a definite must for anyone who drinks wine. But it’s also fun for those who simply enjoy reading a well-crafted work with good dialogue. Albeit one that revels in some cheesy situatoios.

Filed Under: REVIEWS

K-On! Vol. 4

December 17, 2011 by Sean Gaffney

By Kakifly. Released in Japan by Houbunsha, serialized in the magazine Manga Time Kirara. Released in North America by Yen Press.

It’s finally time for time to catch up with the cast of K-On!. Graduation is around the corner, and this volume deals with everything that comes with it: the senior’s school play, deciding on a future, taking exams so that you can achieve that future, and of course their final concert. But is it really the end for our pop band cuties?

Of course not. This is not the sort of manga where you’re going to get a lot of angst and serious business. It’s a silly 4-koma, and we get what Kakifly does best. In fact, one of the main plot points is that the girls *don’t* want this to be the end – they all decide to join Mugi in applying to the prestigious Japan Womnen’s Univ – pardon me, to heavily disguised “N” Women’s University, because they’ve grown so close they can’t let it end like this. Of course, this isn’t just some convenient escalator school – Yui and Ritsu really have to buckle down, and a lot of the humor in this volume comes from the two of them trying to study while being so easily distracted (Yui) or bored (Ritsu).

Then there’s that class play. I’ve said it before, and I will say it again, this is not a yuri series, despite what the fandom would tell you. However, among the situations that aren’t yuri but which fans glom onto anyway, this volume certainly has the most, especially for Mio and Ritsu. The class decides to do Romeo and Juliet, and decide that Mio is perfect for the role of Romeo… which she totally isn’t, but clearly they just want to see her dressed up as a hot Elizabethan boy. Likewise, Ritsu is a horrible choice for Juliet, and was likely chosen because… well, Mio was Romeo, and the two are inseparable. The manga latches onto this dissonance immediately, with some of the best jokes being about Mio’s timidity and Ritsu’s brashness. (Speaking of which, Yen’s translation of Ritsu’s speech patterns is fantastic – in Japanese, aside from ‘watashi’, she always tends to use boyish speech, and that’s conveyed very well here.) The solution to their issues is both funny and very clever, and again relies on them knowing each other inside and out.

And then there’s the chapter where folks think Ritsu has a boyfriend. (Look, Ritsu’s my favorite character, cut me some slack.) This is probably my favorite chapter in the book, as everything is just pitch perfect. Mio’s panic and jealousy, Mugi’s support and joy (Mugi is a yuri fangirl, but really just pushes interaction of any kind – again, it fits with her upbringing), Ritsu of course using this situation as a giant prank, and Yui for once as the voice of reason (great line about how Ritsu being girly makes her feel sick). In the end, of course, Ritsu does NOT have a boyfriend – it was set up so she could watch Mio freak out. Needless to say, Mio’s reaction in general, and particularly the “Ritsu, you can’t do this! Men are barbarians!” line made yuri fans happy. (Half the chapter was leaked online in Japan, and big surprise – otaku who thought Ritsu was ‘impure’ freaked out and made threats to burn merchandise again. And people wonder why so few love stories in Japan resolve anymore.)

And then we get graduation, and more attention is paid to the one band member who isn’t doing so, Azusa. Getting her to admit she’s an emotional bundle of stress, of course, is like pulling teeth – Ui and Jun both note this. However, when the other four have gotten their diplomas and reality is finally sinking in, Azusa just loses it, in what is one of the sweetest scenes in the entire series. Kakifly’s art is usually more what I’d call “satisfactory” than anything else, particularly with his ‘far older than they look’ character designs. But the way Azusa’s expression is drawn when she begs the cast not to graduate is simply excellent.

And so now it’s over… except it’s not. We now have not one, but TWO sequels running in Japan. The first deals with the four graduating girls in college, the second has Azusa, Ui, and Jun trying to keep the light music club going in high school. How this will be collected is unknown at this point, but no doubt we will eventually see more K-On!. Till then, this was a light and fluffy but of fun, and I enjoyed hanging out with these girls.

Filed Under: REVIEWS

The Drops of God, Vols. 1-2

December 16, 2011 by Katherine Dacey

Reading The Drops of God is like drinking a good table wine: the flavor may not be as complex as a finely aged varietal, but it goes down easily, leaving a pleasant aftertaste of melodrama, intrigue, and romance.

Like Oishinbo, the manga it most closely resembles, The Drops of God revolves around a slightly preposterous contest between a father and son. Kanazaki Yutaka, a revered wine critic, dies unexpectedly, leaving behind a will that’s a much a gauntlet as it is a set of instructions for his son: Shizuku will inherit Yutaka’s wine collection, but only if Shizuku can identify the thirteen different wines mentioned in his father’s will.

To complete his task, Shizuku must overcome several serious handicaps, not the least of which is his own lack of experience buying and drinking wine. (At the start of the series, Shizuku is a junior sales executive at a beer distributor, proudly eschewing wine for ale.) Adding special urgency to his quest is a rival, Tomine Issei, a handsome young wine critic who was adopted by Shizuku’s father. If Issei successfully names the “Twelve Apostles” and the “Drops of God” before Shizuku, Issei will inherit the entire collection.

No manga cliche goes unturned in the opening chapters. The brash Shizuku has never so much as drunk a glass of wine, but resolves to do his best to defeat Issei. Shizuku’s ability to win that contest is never really in doubt, however: from the very first pages of the story, Shizuku demonstrates a discerning palate, wowing oenophiles and greenhorns alike with his ability to recognize great wines. In his first showdown with Issei, for example, Shizuku correctly identifies the age, varietal, and origin of a wine even though his only exposure to that particular grape came from eating a handful of them as a child. (Top that, Robert Parker!)

Also disappointing is the portrayal of Shizuku’s partner-in-wine-tasting, Miyabi Shinohara, an aspiring sommelier. Though other characters praise Miyabi for her book knowledge of wine, she rarely has an opportunity to shine in her role as the expert on viniculture; Miyabi’s primary function is to recite each wine’s provenance in detail, allowing Shizuku the more entertaining role of waxing poetic about the wine’s flavor. Throughout volumes one and two, Shizuku frequently upstages Miyabi, even when Miyabi’s professional experience ought to afford her greater insight into an appropriate wine-food pairing, or lead her towards an inexpensive but sophisticated French import.

Yet for all the creaky plot mechanics and broad-brush characterizations, The Drops of God proves surprisingly fun, thanks to the author’s imaginative attempts to describe the flavor of particular wines. Early in volume one, for example, one character likens a a 2001 Chateau Mont-Perac to Freddie Mercury’s singing—an odd but inspired choice, as Mercury’s voice is one of the most distinctive rock-n-roll sounds of the last forty years, a piercing, operatic instrument that’s immediately recognizable, even to the untrained ear. The fact that the artist’s rendering of Mercury looks nothing like him is beside the point; the comparison alone is enough to instill in the reader a sense of how visceral and distinctive the Mont-Perac’s flavor is.

The other thing that prevents The Drops of God from sinking under the weight of hackneyed story elements are the supporting characters. Tadashi Agi (actually a pseudonym for the brother-sister writing team of Shin and Yuko Kibayashi) populates the story with mustache-twirling villains, oddball oenophiles, and opinionated co-workers, each of whom leaves a vivid impression. One of the most appealing is Chosuke Honma, a member of the Wine Division at Taiyo Beer. Though drawn in bold strokes, Chosuke seems like a real person — a wine enthusiast who firmly believes that Italy, not France, produces the world’s best wines, and who frequently bursts into song. (His tune of choice: “O sole mio,” of course!) Chosuke’s passion, temper, and obsession with Italian culture — not to mention his receding hairline — make him a great foil for the ridiculously perfect Shizuku, whose movie-star looks, charming personality, and superior ability to identify great wines make him more a fantasy figure than a real character.

Artistically, The Drops of God is a feast for the eyes. Shu Okimoto’s characters are beautifully rendered, making the numerous scenes of characters discussing wine something to savor, rather than something to be endured. Okimoto also does a terrific job of translating terroir into imagery, transporting the reader from Japan to Europe with crisp, evocative drawings of French vineyards; the reader can practically smell the soil and the ripening fruit. Most importantly, Okimoto finds creative ways to suggest the complexity of a good wine, using vivid imagery —  a field of sunflowers, a masquerade party — to suggest how the “nose” of a wine sparks strong associations with events, places, and people.

Long-time manga readers won’t be surprised to learn that The Drops of God is an entertaining way to learn about wine; as titles such as Oishinbo and Not Love But Delicious Foods Make Me So Happy! demonstrate, a skilled writer can fold a considerable amount of educational detail into a story without reducing it to a textbook. Manga newbies or readers looking for a good introduction to wine terminology will find Drops a revelation, however, as it imparts highly specialized information with the same natural ease that Law & Order illustrates the inner workings of a crime investigation, while at the same time functioning as a fun soap opera; even if the reader isn’t the least bit interested in wine, Shizuku’s quest for the “Drops of God” is an irresistible hook. Highly recommended.

THE DROPS OF GOD, VOLS. 1-2 • WRITTEN BY TADASHI AGI, ILLUSTRATED BY SHU OKIMOTO • VERTICAL, INC.

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Seinen, The Drops of God, vertical, wine

Game Review: Hanabi

December 13, 2011 by Paul Beasi 7 Comments

Playing with fireworks is fun!
Bits & Blips: Manga Bookshelf Edition

French designer Antoine Bauza made a name for himself with big hits such as Ghost Stories and 7 Wonders, the latter of which netted him the 2011 Kennerspiel des Jahres, the German award presented for the Enthusiast Game of the Year. However, the lesser known but highly praised card game Hanabi originally published by Les XII Singes and later published in a different format by Asmodee and Cocktail Games is every bit as good as its two siblings. The original edition that I’m using for this review also includes a second game called Ikebana playable with the same components, but I will only be covering Hanabi.

Hanabi (花火, flower fire) is the Japanese word for fireworks. In this game, 2 to 5 players will be working together as a team of inattentive pyrotechnics experts who accidentally mixed up the components of a large fireworks display and must help each other try to create a spectacle which will be judged by the International Federation of Pyrotechnics Experts. Succeed and render the crowd speechless. Fail, and you might be booed off of the stage!

Hanabi is a cooperative card game which means everyone will be playing together to try and get the highest score possible for the team. The catch? You can see everyone else’s hands of cards, but you can’t see your own! Players will be holding their cards facing outward and may not look at the cards in their own hands.

Gameplay:

The deck consists of 50 cards in five colors (red, orange, blue, black and green). Each color consists of the following cards: 1,1,1,2,2,3,3,4,4,5. At the beginning of the game, the cards are shuffled together and a hand of either 4 (4 or 5 players) or 5 (2 or 3 players) is dealt to everyone. The cards are picked up by each player with the backs facing them so that they cannot see their own hands but may see everyone else’s. The game also includes colored tokens. 8 blue tokens are placed on the table in the box cover and three red tokens are placed next to the box cover on the table.

The goal of the game is to build five complete fireworks displays. This is accomplished by making five stacks of cards (one in each color) that go from 1 to 5 in sequential order. On your turn, you must take one of only three possible actions:

  1. Give information to one of the other players
  2. Discard a card to discard area
  3. Play a card to the display area

Giving information to another player costs one blue token which will be removed from the box cover. If there are no blue tokens available, then you cannot give information and must perform one of the other two actions; you may not pass. When giving information, you are allowed to tell one player about the quantity and location of all cards that are the same color, all cards that have the same value, or the absence of a card of one color or value in that player’s hand. For example, you could say “You have two green cards; here and here,” or “You have three 2s; here, here, and here,” or “You have no blue cards.” No one else may say anything and you must give information about all of the cards that match. So if you are telling a player about red cards, you must point out all of the cards which are red.

When discarding a card, you will simply declare that you are discarding a card and then place that card in the discard area. This card is out of play permanently, but it will now be visible to everyone including yourself. You then draw a card from the deck so that you have the same number of cards that you started with. But more importantly, you may return one of the blue tokens to the box cover. This is how you “recycle” the blue tokens so that more clues can be given. Remember, you only start with 8 blue tokens and no one knows anything about his own hand!

Finally, you may play a card to the display area. To do this, you need only declare that you are playing a card to the display area. You do not have to state what the card is or on which firework you are playing it. If the card may be legally played as the start of a new firework or on an existing firework, hooray! You place the card in its proper location in the display, draw a replacement and play passes to the next person. If the card was a legally played 5, then as a reward for completing the firework you get to return a blue token to the box cover. But be careful; if the card was not a legal play (e.g. you played a blue 4, but the top card on the blue pile was a 2, or you played a red 1 but there was already a red firework started) then you cause an explosion! You place one of the red tokens in the box cover. If you place the third red token, the game ends immediately. Your display goes up in flames and the team loses the game!

Play continues until either the third red token has been used, all 5 fireworks have been completed, or the draw deck runs out. If the draw deck runs out, players continue with the cards remaining in their hands until the person who drew the last card gets one additional turn.

Those are all of the rules. The rules are easy, but the strategy is the fun part.

Scoring:

At the end of the game, the top cards in each stack will be added together. The higher you score, the more impressed the crowd is and the better your rating.

Strategy:

Players have to work together to figure out which cards they are holding. Information is very limited, so frequently players will need to infer additional information from the information they are given. For example, if the blue firework display is currently at 3, and someone tells you “you have a blue card; here,” did she tell you that because it’s a 4 and you should play it? Probably. Other times it will take information from more than one player to narrow down a card. Remember, you’re not allowed to give advice to the other players.

The card distribution is also important to remember. There are three 1s in each color, so losing one of those will probably not be a big deal. But there are only two of the 2 through 4 value cards and only one of each 5. If someone discards a blue 3, the other blue 3 will suddenly be very important because if it gets discarded, the blue firework display will never be able to reach completion.

Giving other players information about what card or cards they can safely discard will also help the team regain valuable blue tokens. For example, if all of the fireworks have been started, then all further 1s will be useless.

Memory is very important since each player will be getting information about her hand that may or may not be immediately useful. I often find myself thinking things, “Okay, this is a 3, these two cards are blue, and this card is black. Do I know anything about the other cards? Well I guess I know they aren’t 3s, blue, or black, since I haven’t played any of these cards yet” Yes, it’s deliciously tricky!

Drawbacks:

The biggest drawback to this game is in the cards themselves.

In the original edition the art is simple yet attractive, but the colors are very hard to discern even under the best lighting conditions. The blue and black cards especially are very difficult to distinguish. Colorblind players will have an exceptionally hard time playing the game because the card suits are only differentiated by color.

In the second edition, the problems with the colors were fixed and symbols were introduced on the cards making them colorblind friendly. However, the art is somewhat more garish and the cards were made in a large square format. Since this game requires you to be holding a hand of cards up visible to all players for the entire game, anything that makes the cards more cumbersome, like an awkward shape, is just unnecessarily complicating things.

Finally, it’s a card game. Sometimes you get a bad shuffle. But that’s always the case with card games.

Conclusion:

Hanabi is a simple game to play with rules that can be learned in just a few minutes, but that doesn’t mean it’s an easy game by any means. Good strategy and teamwork are required to get high scores. This game has been a big hit with my gaming group as well as non-gamers. A frequent problem with cooperative games is that one person gets bossy and essentially plays the game by himself. That can’t happen in this game by its very nature.

The rules are in French, but translations are available at BoardGameGeek in several languages.

Now for the bad news: this game is pretty hard to find in the US. Your best bets are the Canadian store Le Valet d’Coeur or the French store Ludibay. Shipping from Canada to the US is usually not bad but shipping from France can be quite expensive. It retails for around $15.

If you can find a copy, I highly recommend Hanabi.

Age: 8+
Length: 20-30 mins
# of players: 2 to 5
Designer: Antoine Bauza
Artist: Albertine Ralenti
Pubishers: Les XII Singes (Hanabi & Ikebana); Asmodee, Cocktail Games (Hanabi) (France)

Filed Under: Bits & Blips, Game reviews, REVIEWS Tagged With: board games, card games, games, Hanabi

Princess Knight, Vol. 2

December 13, 2011 by Sean Gaffney

By Osamu Tezuka. Released in Japan as “Ribon no Kishi” by Kodansha, serialized in the magazine Nakayoshi. Released in North America by Vertical.

This second volume of Princess Knight continues right where the previous one left off, with Sapphire going from one threat to another. The threats get worse this time around, however. First her girl heart is successfully stolen, leaving Sapphire as a boy (albeit a very shapely boy). And later on, when that heart is stolen as well, Sapphire falls into a coma. Can Tink manage to sort everything out at last? Can Sapphire ever find true happiness? Well, yes, but not before the end of the book. This is high adventure romance, after all.

(I’m not certain why the online images of this book feature different colors on the cover than the actual volumes themselves. Pretend that the picture you see above is far less blue.)

Much as I love Sapphire, and she gets some great things to do here, she does spend a fair amount of time in this volume reacting to others. So I spent a fair amount of time watching her reactions, and was struck by how well Tezuka can convey emotions with minimal effort. Sapphire’s face on the bottom of page 16, when confronted by Prince Franz, is “why must my love hate me”, “why is this happening to me”, and “oh my god, why does he not GET IT” all in one. Without her honest love, worry and despair throughout these pages, the book would suffer greatly.

It has to be said, there is a certain ‘I am writing from week to week with no real thought in mind’ feel to this book. The main antagonist from Volume One, the witch, is dispatched halfway through this book, which seems early to me, and is promptly replaced by the Goddess Venus, who can also do bad things to Sapphire via supernatural means. Likewise, the witch’s spunky and likeable daughter, Hecate (who also dies, which is a shame) is replaced by the spunky yet likeable Friebe, and for a moment I thought there was some reincarnation thing going on, but no. You aren’t really reading Princess Knight for realism, so you have to accept there is a certain ludicrousness here in terms of throwing obstacles in front of the heroine. (And what was with that sudden repentance and suicide of one of the main villains? Sheesh.)

Speaking of Hecate and Friebe, the book is also quite good at presenting some strong and likeable women. Hecate is tied to her mother by more than just blood, and yet is determined to live her own life, rather than one chosen for her by her mother – even if she does grow to like Prince Franz. Likewise Friebe may be the classic ‘searching for a strong man to marry me’ type knight, but this does not diminish her swordfighting skills in any way, and she ends the book still in armor and with sword (as opposed to Sapphire, it must be said). Then there’s the battle at the castle between the male army and their wives (who have given Sapphire sanctuary). It’s filled with amazingly shallow stereotypes, but its heart is in the right place, and it does mock the classic ‘only men are fit to rule’ idea seen in a number of fairy tales.

The thing that summed up the book in my mind was a line of dialogue said by Friebe’s brother Oolong (who is a wonderful character in his own right – after so many royal idiots, it’s a pleasure to see one who plays the role for all it’s worth). When Friebe cries on his shoulder and admits she can’t marry Sapphire as Sapphire is a woman, he laughs and notes that “you can find women as manly as any man in every country”. He’s gently mocking the fact that she zeroed in on Sapphire as her choice, but it also allows us to be more comfortable in Sapphire’s ending, where she finds the Prince and presumably lives happily ever after. Sapphire may go on to be a feminine queen, but there are strong, capable women like her in every kingdom. She is not a rare and precious snowflake. And that’s a good thing.

I’m not sure that Twin Knight (the sequel to the original Princess Knight that ran in Nakayoshi in the late 1950s) is likely to be licensed anytime soon, so this may be the last we see of Sapphire for a while. I’m very happy we got her story, though, and I hope that in the future Vertical can publish more of Tezuka’s ‘children’s’ works, in addition to his gritty adult titles.

Filed Under: REVIEWS

Wonder!, Vol. 1

December 9, 2011 by Sean Gaffney

By Akira Kawa. Released in Japan by Futabasha, serialization ongoing in the magazine Women’s Comic Jour. Released in the United States by Futabasha on the JManga website.

I got blindsided by this one a bit, I will admit. The blurb and cover made it sound a lot fluffier than it actually is, and also that it would be far more about the dog. Now, rest assured that Wonder (the dog) is a large part of this manga, but it’s not a manga *about* a family getting a new dog. That’s just the starting point. What Wonder! gives us is a manga about what it means to be a family, even if it’s non-traditional, and how bonds with other members of that family can affect how we grow and learn – even if we’re adults.

The author of Wonder! is Akira Kawa, an old-school shoujo and josei artist who’s been doing manga since 1968. In the 1970s she was a mainstay at Shueisha’s Margaret magazine, and now that she’s at the age where she can do whatever she wants, she’s at Futabasha drawing manga for their josei magazine for housewives, Jour. Her wikipedia page says that her manga seem to specialize in family, and it shows; this is a well-thought out work. It’s fairly clear from reading it that it was initially conceived as a one-shot; then another chapter was added later, and finally the last two chapters were put in before it got picked up as a ‘series’. This happens a lot, especially in shoujo manga. Thankfully, unlike other examples, we don’t have to be reintroduced to the characters every single chapter.

Wonder, it must be said, starts awkwardly. Its heroine, Kaori, is not particularly likeable at first. We see her drunk on a park bench, pouring out the plot – I mean, her heart – to a stray dog, who turns out to be the titular Wonder. She’s married to Taiyo, but according to her it’s an ‘open marriage’ where both of them are free to date other people. She may think this is what she wants, but it’s fairly clear watching the two of them that this is not making either of them happy. Things are further complicated by the arrival of the dog, who follows her home, and a 9-year-old boy, who arrives when Taiyo’s sister dies. Dies? Or was she killed? It turns out that the boy, Kota, may have seen something suspicious…

For a while I wondered what genre Wonder! actually was. The first chapter combines family drama with mystery, and sees Kaori slowly warming up to Kota, who she clearly did not want living with them at first. There’s also a bit of a supernatural element to it, but it’s very mild – Wonder has a sixth sense for people that can be similar to Lassie at times, and also seems to have lived long beyond what his natural life is. But ‘family drama’ sounds about right – despite the thriller and mystery aspects, this is at heart a story about a family trying to find its footing and deal with everyday life.

Kota becomes the second protagonist starting in Chapter 2, when the series moves forward six years. He’s now in high school, and has grown up to be the star of your typical high school shoujo manga – except he has no girlfriend. He’s just a nice, pleasant, vaguely aloof sort of fellow, good at sports and good at school, but not really understanding other people. (This runs in his family, of course.) The one girl he seems to have a crush on is one that he knows isn’t going anywhere – Kaori, who by now is pregnant with her first child. (This gets brought up a few times in the volume, but I don’t think it’s meant to be squicky – it’s the typical misplaced love bonding kids get sometime). The last half of the book sees him start to make friends… but not with who we think he will. This was the better written half of the book, with some genuinely surprising twists.

Lastly, there’s an unconnected short story afterwards, which is far more serious. It deals with a family whose teenaged son commits suicide. They are stunned, as they had no idea he was anything other than happy. As the mother searches for answers, she discovers that he had been bullied at school… and that bullying in Japan is as hard to prove as ever, with the school doing its best to absolve itself of guilt and also indicate that she and her husband are to blame. There’s no easy answers in this one, just a family trying to deal with their grief, reach out, and hope that they can avoid the same thing happening to their younger daughter. It’s heavy stuff, but again it’s very well done.

There are a few drawback to this volume, of course. Kaori, as I noted, takes a while to become likeable, and in Chapter 2 seriously considers having an abortion when she finds out that she’s pregnant. (She doesn’t. This also has one of the funnier parts of the book, where she notes at work that she’s pregnant and the entire male office staff tenses up before she notes it’s her husband’s baby.) Her husband Taiyo is one of those guys who’s hard to read, typical of such manga where we’re meant to empathize with the heroine, and doesn’t develop as much as I’d like – we do see he has a silly side to him, and certainly he and Kaori love each other in their own way, but I hope future volumes flesh him out. Lastly, their are two timeskips – six years after the first chapter, and about a year and a half after the second – which can make it a bit hard to connect.

That said, I was surprised how much I really enjoyed and connected with this manga. The characters are well-written, they all have their own voice. Kaori is a fun, imperfect heroine, yet you can clearly see why guys would fall for her. And like adopted mother, like son – Kota is clearly hot high school crush material, but needs to be able to get along with other people rather than holding them at arms length. the series is still running in Japan 8 years later, and has 14 volumes out to date. A few future volumes feature Kota with what appears to be other high school children, so I suspect I will get my wish. Wonder! is a great manga for adult women who grew up reading high-school shoujo, but now want to read manga by the same writers about grown-ups as well. Definitely recommended.

Filed Under: REVIEWS

Game Review: Tanto Cuore

December 8, 2011 by Paul Beasi 8 Comments

Do you have what it takes to be crowned “King of Maids”?
Bits & Blips: Manga Bookshelf Edition

Tanto Cuore (Italian for “Much Heart”) is a deck building game originally released in Japan by Arclight Games with the English edition published by Japanime Games in the US. The players play the “masters of the house” and will employ maids and use their services to help them expand their mansion to ultimately win the game and become the “greatest master”, the proclaimed “King of Maids”. While I was admittedly uncertain that the theme was something that I would be interested in, after playing it I discovered that with only one minor exception the fan-service is minimal, the cards are tasteful, and on the surface the theme is rather innocent. But is it a good game? Yes!

Deck building games came into popularity with the creation of a game called “Dominion” by Donald X. Vaccarino in 2008. Since then, the genre has exploded with many other titles using this mechanism. Personally, I was not very fond of Dominion. There is little player interaction (although later expansions addressed this somewhat), the art is not particularly to my tastes, and the game play feels very mechanical and dry with few paths to victory. Tanto Cuore addresses all of these issues.

But first, a primer on the mechanics of a deck building game.

Deck building is something that players of collectible card games (CCG) and trading card games (TCG)—such as Magic, The Gathering and Pokémon—are very familiar with. However in a deck building game, constructing the deck is actually part of the game as opposed to the precursor to the game. Everyone starts out with the same cards in their deck; generally weaker cards that will be used to gain more powerful cards. Each turn you start with a hand of cards drawn from your deck, play some cards from your hand, perform actions based on what you play, and then move the used and unused cards to your discard pile and draw a new hand of cards. Each player then repeats these steps in succession.

I ♥ you!

When you need to draw a card and your deck is depleted, you shuffle the discards. Thus, you know which cards are in your deck but not where they are or what order they will come up in. The strategy is building a deck that contains cards that will help you achieve your goal of getting victory points. If your deck gets too big, it might take you too long to get the cards you need and the chances of getting all of the ones you want in one draw get worse. Therefore, another important goal is getting the weaker cards out of your hand or upgrading them to better cards. The mechanisms for this vary by game, but in the end the idea is usually the same: build an efficient yet powerful deck that will yield you the most Victory Points (VP) at the end of the game.

Gameplay:

In Tanto Cuore, there are three categories of cards available in the “town” (play area): Maid cards, Love cards, and Event cards. The Maid cards include maid chiefs, general maids, and private maids. The Love cards have a value of 1, 2, or 3 “love”. The Event cards include Bad Habit and Illness cards. Every player’s initial hand has 7 “1 love” cards and 3 “Colette” maid chief cards which do little but are worth 1 Victory Point (VP) at the end of the game. A turn is divided into four phases: the Starting phase, the Serving phase, the Employ phase, and the Dismiss phase.

On each turn, a player is allotted one “serving” (which means playing one maid card) and one “employ” (which means buying a new card with “love” cards). Certain cards you purchase may grant you additional bonuses, such as additional servings, additional employs, the ability to draw cards, or extra love. Some cards are also worth victory points simply for having them. It’s beyond the scope of this review to detail what all of the cards do, but learning how they interact with each other is crucial to winning the game. For example, playing a maid card that gives you +1 serving means that you’ll be able to play another maid card on this turn. If you chain several of these together you can do even more. Playing cards in the proper order to maximize their potential is therefore very important.

Sample Maid card

The private maids are special. They each have an ability that occurs during the start phase of your turn and are worth positive or negative VP. The deck has 10 unique private maids, two of which are visible at a given time and only one of which may be employed on your turn even if you have gained extra employment capabilities from other maids. These maids are placed in your “private quarters”. These are cards that are no longer in your deck but still count at the end of the game for scoring purposes. When you employ a private maid, you may place her in your private quarters or in the private quarters of one of your opponents. Each player may only have one active private maid at a time, so employing a new one will replace any previous one, eliminating that maid’s special ability (but not the VP—positive or negative, those will be scored at the end of the game).

The game comes with 16 different types of general maids. 10 of these will be selected for use in the game. There is a recommended starter setup in the manual for beginners, but you can choose the 10 maids to be used randomly, by a draft, or whatever way your group decides. In this way, the game will be different every time you play. You’ll have to adjust your strategy appropriately based on the cards that are (or aren’t) available.

Tanto Cuore offers alternate paths to victory which is one of the things I really like about the game. Purchasing the high end Chief Maid will earn you 6 VP and is a significant way to gain points. However, the private maids are worth varying amounts of VP and some of the general maids are as well. Also, some of the maids are “chamber maids”. These maids can moved to your private quarters by using one or two servings, depending on the maid. Doing this not only gets them out of your deck—which as you’ll remember from above can be quite useful—but there is also a “set collection” mechanic introduced in this game where having either a certain quantity or a certain variety of maids in your quarters will earn you extra points at the end of the game. This, however, leads me to the other method of player interaction in the game: Events.

Bad habits involve frogs?

Illness cards may be played by your opponents on any of the maids in your private chamber. If a maid is still ill at the end of the game, she will be removed from play and her VPs will be lost. Also, she will not count in any of the sets she may have been a part of. Finally, if your private maid becomes ill, her special ability will not occur during your start phase. There are several ways to remove illness cards from your maids depending on the cards that are in play. Also, you can always choose to discard a “3 love” card to cure a maid, but this is a very painful choice since “3 love” cards cost 7 love to employ. Still, it might be worth it. Interestingly, you may also play an illness card on one of your own private maids if you don’t want the negative victory points or effects this maid has.

Finally, your maids may acquire “Bad Habits” from your opponents. Bad habits are worth -1 VP each at the end of the game unless you have four or more of them, in which case they are worth -2 VP each. Like illnesses, there are various ways to remove the Bad Habits from your private quarters.

The games ends when two of the maid piles have been depleted. Once this happens, the player who caused the game ending condition will finish her turn and the game is over. Sick maids are removed from the game and then victory points and bonuses are added up. Finally, the negative points for Bad Habits are applied. Whoever has the highest VP total is the “King of Maids”!

Artwork:

The cards in this game have extremely lovely artwork by 25 Japanese illustrators. Therefore, each card has a very unique look and style. While normally I would find this jarring in a game, I think it works very well here. In a way, it showcases the many different styles of drawing used in Japanese media. Who knew there were so many ways to draw a French maid?

My biggest concern was that the artwork was going to be too ecchi for me. While I don’t always have issues with ecchi, it’s not what I would be looking for in a game and it would make it difficult for me to introduce the game to my generally non-Otaku gaming group. Thankfully, most of the cards tend to be moe rather than ecchi. The maids all feel like real characters, even the more unusual ones like the “napping maid”. The love cards are a little suggestive and one of the private maids has a panty shot with a little more, ah, personal detail than I’d like, but I’ll give that a pass because the Esquine Forét card’s awesomeness totally makes up for it.

The recommended age on the box says 12 and up. I would say, like with anything, check it out first and then decide what’s best for your children.

Was that really necessary?

Tiny moe maid with extremely large weaponry! Yeah!

Drawbacks:

Like all deck building games, if you randomly select your cards you could end up with a combination that doesn’t work very well together. Conceivably, everyone’s final score could be negative. Generally this is not going to happen but it is something to consider.

Also, illnesses and bad habits are relatively cheap to inflict on other players, but very expensive (or impossible) to remove if the right cards are not in play. I don’t see this being a big problem, but it could frustrate some players. This wasn’t an issue in any of the games I played, but I could envision scenarios where it would be.

The only downside to the artwork is that the text is extremely small. You’ll definitely need to get your reading glasses out for this game.

Finally, the price. At $50 MSRP, it’s fairly expensive for what amounts to a large deck of cards. However, the street price at online shops is around $40 and when you consider that unlike CCGs and TCGs there are no booster packs and “rares” to be chasing after and thus no secondary market price inflation, it’s still a pretty good deal. Everything you need to play is in the box.

Conclusions:

Should you get this game? Yes! If you are fan of manga or anime (or a maid fetishist) and have not played games like this before, you might have a slightly steeper learning curve than your average hobby gamer but once you play through it a couple of times you should pick it up fairly easily. If you are a gamer and aren’t put off by the theme then I strongly suggest giving this game a try even if, like me, you aren’t a fan of Dominion. Tanto Cuore improves upon the core mechanics of a deck building game by adding alternate paths to victory and player interaction. The art is fantastic and the theme surprisingly works well even outside of Japan.

There are two expansions for the game which can be played alone or in addition to the cards in this game, but currently they are only available in Japan. The first expansion, Expanding the House, will be available from Japanime Games in early 2012.

Age: 12+
Length: 30-60 mins
# of players: 2 to 4

Designer: Masayuki Kudou
Pubisher: Arclight Games (Japan), Japanime Games (US)
Artists:

Tohru Adumi
CARNELIAN
COMTA
Takahito Ekuchi
Takuya Fujima
Takehito Harada
Akira Hayase
Kira Inugami
Ishigaa
kawaku
KEI
Souji Kusaka
Misa Matoki
Rin Minase
Miki Miyashita
Misoka Nagatsuki
Nana
Aoi Nanase
Hiroki Ozaki
Poyoyon Rock
Ruchie
Satoru Satou
Mushimaro Tachikawa
Yuiko Tokui
Ofuu Yamadori

Filed Under: Bits & Blips, Game reviews, REVIEWS Tagged With: board games, card games, games, tanto cuore

The Wallflower, Vol. 27

December 7, 2011 by Sean Gaffney

By Tomoko Hayakawa. Released in Japan as “Yamato Nadeshiko Shichihenge” by Kodansha, serialization ongoing in the magazine Bessatsu Friend (“Betsufure”). Released in North America by Kodansha Comics.

Every time I review a volume of this manga, I feel the need to explain my continued enjoyment of it. I enjoy the romance, while acknowledging it will likely never be satisfactorily resolved. I enjoy the comedy, which admitting that a lot of it is the exact same situation written over and over with variations. And I like the art, despite the author’s complete lack of attention to backgrounds and Sunako still being superdeformed much of the time. Despite all these flaws, I enjoy this manga as it’s a classic example of an artist knowing she has a narrow range and using that narrow range to her best advantage.

Since about Vol. 15 or so, the series has gotten into a pattern. The majority of the stories feature the stormy friendship/something more between grumpy Kyohei and twitchy Sunako, and yes, after 27 volumes, she’s still occasionally freaking out about his “brightness” and wanting to be a creature of darkness. Generally once every two volumes or so she will throw in a chapter about the stoic Takenaga and his gorgeous yet lacking in self confidence girlfriend Noi; or playboy Ranmaru and his far too tolerant fiancee Tamao. Once every 5-6 volumes we may see a chapter devoted to cute and sweet Yuki, who’s the guy on the cover of this volume, but generally not; the author doesn’t know what to do with him, really, as he’s far too normal. His own girlfriend is notably also very normal.

No one reads Wallflower stuff for normal. You read it for things like Sunako deciding that after the events of last volume she’s leaving the mansion again and working at a maid cafe… with the creepy otaku therein. (Word of warning: otaku are portrayed entirely negatively here.) Or Sunako getting possessed by a ghost – again, the others note – who wants to satisfy her desire to pick flowers with an incredibly handsome man (read: Kyohei). Or Sunako getting the flu and Kyohei being forced to take care of her, in what might be the most fanservicey chapter this story has had to date. Or even for the token Ranmaru story, where he is kidnapped by an S&M club and held for ransom.

The little things in each volume are what keep bringing me back. We actually see Sunako transform from superdeformed to her normal self (in three poses) in the first chapter, which once again makes us wonder about how this works in the ‘real world’. The chapter with the ghost shows off Kyohei’s reluctant caring side, as this particular possessive spirit isn’t as selfish as prior ones have been, and he can’t simply tell her to get out and give Sunako back. The chapter with Ranmaru is fun and horrible at the same time, as he blows off his fiancee, who is there to learn from Sunako how to make him delicious food, to date more cheating wives. Tamao is clearly ready to sacrifice a pile of money for his well-being, and though he is grateful, and seems to have some feelings for her (note she’s probably the only woman he won’t actually sleep with, and we all know what that means with playboys), we still question why she puts up with his assholish tendencies. (Luckily, Sunako is there throughout to make these points, as she gets kidnapped as well.)

Then there’s the flu chapter. I’m not the audience for this shoujo material. 18-19 year old girls are. And boy howdy, does this chapter deliver. Kyohei’s half-naked throughout, but that’s not the type of service we’re talking about, for once. No, this is all about the torrid sexual tension between these two epically stubborn people. Sunako’s flu-ridden fever dreams are about Kyohei kissing her, and it’s driving her insane. Kyohei, meanwhile, just wants her to change and get better, but she refuses to do anything she tells him and is generally a horrible patient. This culminates in his blindfolding himself and stripping her naked so he can change her sweaty clothes, which she finally acquiesces to. (It’s very noticeable that for almost 25 pages or so, she’s not superdeformed in the least). And then she runs out into the rain, and he’s going after her screaming that she’ll get more sick, and then they trip and fall on top of each other…

…and then a lightning bolt comes down from the sky and strikes the both of them, ending the chapter. It’s like the hand of God, but more accurately it’s the hand of the author, reminding us all that the manga is still running in Japan and she really does not want to resolve it at all. Sigh. Oh well, in this manga filled with frustrating characters and situations she has now rewritten at least five times each, we still find little oases of awesome. That’s why we keep coming back to this even after 27 volumes.

Filed Under: REVIEWS

Negima! Magister Negi Magi, Vol. 32

December 5, 2011 by Sean Gaffney

By Ken Akamatsu. Released in Japan as “Mahou Sensei Negima!” by Kodansha, serialization ongoing in the magazine Weekly Shonen Magazine. Released in North America by Kodansha Comics.

After two or three volumes of a giant fight/massacre, a break is much needed. You can’t simply have nonstop fighting in every chapter. And so this Negima is devoted to Negi attempting to gain more power and learn what he really wants from the fight, and for several of the others to get powers of their own. There’s lots of plot and character development to enjoy here.

First off, a great deal of time is dedicated to the four ‘sports girls’ who stowed away to the Magical World and are now having to deal with the consequences. We’ve followed Ako’s arc more than the others, so it’s good to see the other three getting equal time. This is not to say that Ako gets nothing to do – her pactio is quite sweet, and I liked the fact that she’s aware of her feelings for Negi and is stamping them down as being wrong – this is a constant theme in this manga, given Negi’s age, and it helps to remind fans that in reality, it *is* squicky. She’s also still crushing on Nagi, even now that she knows he doesn’t exist, and this is a reason why she refuses to pactio with an ‘aged-up’ Negi. Her Pactio is also hilarious, though we don’t know what it does yet.

The other big revelatoin is regarding Yuna. We’ve known for some time that her father and mother were mages, and that Yuna had been kept in the dark about it. Now Takane feels they’re in a situation where it’s too dangerous not to know, and reveal the truth to her. Yuna, being of the ‘spunky take life as it comes’ variety, is seemingly okay with this, and notes she’d worked most of it out beforehand. She’s also reasoned this through to the end, and asks Takane if her mother’s death was really an accident like she’d been told. Takane’s response, and Yuna’s reaction, shows how well Akamatsu has mastered subtlety when the situation calls for it. We don’t see Yuna’s face when she reacts to the news, and that makes it all the more sad.

As for Makie and Akira, they aren’t quite as heartwarming, but still well done. Akira is first and foremost concerned for her friends, and tries to help Negi realize the situations he’s gotten himself into while not overwhelming him. Makie, who gets one of the best lines of the volume “I don’t understand men or women…” is as always a fairly simple girl, in a good way. She admires Negi and is happy to pactio with him, and that’s all that matters. So now three of the four girls have magical abilities (Akira is too shy/nervous to try), some of which, as Ako quickly notes, are more badass than others. (Yuna’s guns are implied to be special in particular – I have a feeling they may have been her mother’s.)

Negi, meanwhile, has finally broken free of the mental wall that’s been keeping him from using his full abilities – he realizes that he’s basically becoming something that isn’t human, and is okay with it if it’s to protect his friends. And what’s more, he’s leveled up in his thoughts on Fate as well – it used to be “I want to beat him”, now it’s “I want to be friends with him”. Well done, Negi, you’ve recognized you’re in a shonen manga. Now if we can just get Fate, who’s acting like an impatient boyfriend waiting for his date, to realize the same.

Speaking of which, I would be remiss if I did not mention Tsukuyomi. She made the transition from goofy villain to terrifyingly insane villain some time ago, but she really shows off her chops here. She goes toe to toe with Fate for a while, apparently because she’s bored, and forces him to actually have to get serious briefly. Then, bored again, she goes off to kill a few of Negi’s friends, starting with Colette, who is another ‘wooden doll’ in this world. Luckily Negi is there to stop her, but then we get her reaction to his newfound magical strength. I’m sorry, but it’s really hard to say anything other than “she sees his power and has an orgasm”. It’s that blatant. Then when Negi suggests that, as a hired mercenary, he could buy her off, she comes out with the chilling “There is no meaning in this world. All I want is blood and battle.” Something tells me we will not be befriending her like we will Fate.

Finally, we get everyone in position. Things are moving more rapidly than anticipated due to Tsukuyomi leaving behind a horde of demons to attack them, but Negi’s party gets to the Gravekeeper’s Palace with minimal fuss and is ready to go. And then they’re stopped. By… well, I’ll say who it is when I review Volume 33. I’ll just note that when this chapter came out in Japanese, it was generally regarded as the biggest surprise of the entire series to date. No one guessed this.

(I will note briefly that Kodansha’s lack of editors has done it again – the character bio and cover design is missing from this volume. The Nibleys said they did translate it, so it’s all on the editors. Sigh.)

There’s actually minimal fanservice in this volume as well. It’s straight ahead storytelling, with no detours in hot springs, and the pactios we get are mostly serious business. Could this be the manga’s final endgame we’re heading into? Will we ever get an entire chapter of Negi sneezing everyone’s clothes off again? Tune in next time!

Filed Under: REVIEWS

Codename Sailor V, Vol. 2

November 30, 2011 by Sean Gaffney

By Naoko Takeuchi. Released in Japan by Kodansha, serialized in the magazine Run Run. Released in North America by Kodansha Comics.

(This review contains spoilers for this volume, as well as Volume 2 of Sailor Moon.)

It is possible that I implied in the review of the first volume of Sailor V that the second volume would be a lot more serious and dramatic. Which it is… in about the last 30 pages. I was going by hazy memories of reading the series years ago using raws and online text translations. But no, 85% of this manga is just as fast paced, wacky and fluffy as the earlier one, and Minako goes to even more over the top heights.

This is the final volume, and the reissue is almost 300 pages, so there’s a lot to take in. One thing I noticed right away is that Minako’s secret is exposed, something that the Sailor Moon anime experimented with quite a bit, but usually it was villains discovering their identities only to be killed off before they could tell anyone else. Here it’s the Inspector General of the police department, who happens to be a giant Sailor V otaku, and she manages to put two and two together by simply being in the right place – she sees V disappear behind a corner, and Minako reemerge two seconds later. The senshi’s ‘disguise magic’ has never really been gone into in great depth, and this is the closest we’ll get to it. Of course, everything ends up working out for Minako in the end.

There’s also Artemis, who gets a bit more focus here. As most of these chapters were written during or after Sailor Moon proper, there’s a lot more crossover and references to the other series. As a result, we can not only contrast Usagi and Minako, but also their animal guardians. For all that he desperately tries to get Minako to grow up and respect her duties as a senshi, Artemis can be just as impetuous and overreacting as his charge. At one point he feels so unappreciated by Minako (who really is callous in the chapter, the closest she gets to being a jerk in this series) that he runs away – then is stunned Minako never even noticed. More to the point, the chapter where he falls for the ‘puppy’ Luna is entertaining but also enlightening. We see that his memories are NOT as hazy as Minako’s, and that he definitely does remember Luna – and misses her a lot more than he lets on. Again, some nice detail that we can get now that the other series has been planned out.

(Speaking of which, one way you can tell that these chapters are written well after the Moon manga is the shot of the fictional manga artists’ 10 heroines – it’s clearly a silhouette of all 10 senshi, complete with the Outers and Chibi-Usa.)

For those who enjoyed the humor in the first volume, there’s some hysterical stuff here. Minako’s speeches to the enemy alone are worth the price. And fans of the best Minako anime episode (and one of the top 5 episodes of Sailor Moon period) will be delighted to here of the chapter where she gives blood – including using the disguise pen to age herself up and lie about her age! There’s a ton of side comments by the author in the dialogue boxes or in narrative form, which is highly cute but can also be a bit messy – I think this manga shows Takeuchi sort of unfettered, and we see a lot of chatter that the Moon manga didn’t have. (Josei manga Codename Sailor V!)

And of course there’s the finale. Minako has spent two volumes crushing on (and then abandoning or getting rejected by) any number of hot guys, and the start of this volume shows the up and coming young actor and possible ally, Phantom Ace! Of course, readers of Sailor Moon will see the word ‘Phantom’ and raise an eyebrow. Not that it’s meant to be a big secret, but surprise, Ace is actually the villain of the piece. His final battle with V involves more property damage than we’ve ever seen before (and V has had a LOT of property damage!), and it’s in the midst of this that she regains her memories of the Moon Kingdom, and her past life as Venus. It’s a radical shift in tone – Minako’s regaining her memories looks horribly painful, and it’s not clear if it’s due to the sudden inrush or simply having to relive her failure to save Princess Serenity.

The most fascinating part of the manga for me is the final pages after Minako has defeated Phantom Ace (or ‘Danburite’, as he is actually known). He’s occasionally told love fortunes with a pack of playing cards in previous chapters, and now he really hits Minako hard with his final one – she will never find love, and will always choose duty over it. Given Venus is the senshi of love, and Minako’s basic vivaciousness, this is quite a blow… or so one might think. I am recalling that this guy also professed to be madly in love with her in their past life. Minako’s issue throughout the 2 volumes has been focus – Artemis can’t get her to take her V duties seriously because she keeps running off after guys. Now she’s basically told, Venus is what you do as well as who you are. You never have to worry about having to make a difficult choice. It’s sort of heartwarming in its callousness, and will also be touched upon towards the end of the Sailor Moon series, where we see that Minako has come to terms with and accepted that being a Senshi and protecting her princess is her highest priority.

And so we come to the end of Sailor V, as Takeuchi briefly ties in with Minako’s appearance in Sailor Moon by implying she’ll be working with the Inspector General to fight crime for a bit (which the other manga noted she did before joining the others.) You don’t have to read Sailor Moon to understand Sailor V, but there are lots of cute references and in-jokes you’ll appreciate if you do – I liked Ami’s appearance towards the end, as if Takeuchi realized she was the only Inner she hadn’t written in yet. But really, Sailor V is much like its heroine, Minako Aino. A bit hyperactive, dizzy, gets off the point a lot, and talks constantly, but is filled with energy and life. I thank Kodansha Comics for picking it up after so many years. And now we can read Minako’s further adventures in future volumes of Sailor Moon.

(Hey, who was their boss anyway? It can’t have been Luna… Queen Serenity’s sentient recording again?)

Filed Under: REVIEWS

Pogo: The Complete Syndicated Comic Strips, Vol. 1

November 28, 2011 by Sean Gaffney

By Walt Kelly. Released in North America from 1948 to 1950, first published by the New York Star, then Hall Syndicate. This new edition released by Fantagraphics.

Yes, it’s no longer a myth, the book we have been waiting for for four and a half years is finally here. A huge, collected hardcover of the Pogo comic strip, covering its first year and a half of syndication, as well as the early New York Star strips. And even if you have a bunch of old Simon & Schuster Pogo books from the 1950s such as The Pogo Papers, or the 1980s reprints such as The Best of Pogo, this is still a worthy purchase. The strip looks great, the Sundays are in color, and the whole thing reads like the labor of love it is.

As I said before when recommending the purchase of the book, Pogo was one of the first things I ever read. Yes, I suppose there was Dr. Seuss and Richard Scarry in there as well, but I also had copies of We Have Met The Enemy And He Is Us and Bats and the Belles Free that I had found in a used bookstore, and read them until they fell apart. Because Kelly has created a world rather than a comic strip, and one does not so much read it as bathe in it. It took me several days to read this volume, because I wanted to read everything slowly. The dialogue, the pacing, the situations… even when everyone’s running around and crazy events are going on, it’s still not what I would call hectic. This is good old fashioned Southern Okefenokee adventure, written by a man who grew up in my own home state of Connecticut.

For those who are unfamiliar with the strip, it could be described as a talking animals strip if you want to get that simple. Pogo is a possum who lives in the middle of the swamp, and he is also the straight man around whose life his crazier and funnier friends revolve. There’s the impulsive Albert Alligator, the pseudo-intellectual Howland Owl, grumpy yet lovable Porkypine, and the ditzy yet likeable turtle Churchy LaFemme. (Can men be ditzy? Or male turtles?) There’s also a whole pile of ancillary characters, many of whom debut here – Kelly would bring them in and out of the strip as he pleased, but those are the ones I’d consider the core cast.

For the most part, the strip varies between one-shot gag type strips (Kelly loved wordplay, and the book is filled with bad puns, as if Churchy LaFemme’s name alone didn’t warn you) and longer more intricate adventure strips, many of which seem to involve everyone thinking Albert has accidentally eaten someone else (sometimes he has – the beauty of comic strips is that creatures can survive quite a long time after being eaten by an alligator – they can even play cards!). Strangely, Albert is no less sympathetic for this, as he never does this out of malice or hunger, just carelessness. Indeed, one of the earliest satirical strips involves some of the villains setting up a sham trial to prove Albert guilty of eating the cute little Pup Dog, and Albert is clearly meant to get the reader’s sympathy.

For those more familiar with the strip, there is some satirical content here (mostly the arc I just mentioned), but we have not gotten too political just yet. In later volumes Pogo will delve further into the realm of political and social criticism, and indeed by the 1960s you may see why more folks compare it to Doonesbury than, say, Shoe, but here Kelly is taking it easy and building up his strip’s popularity. The villains tend to be as broad as the heroes, with Seminole Sam briefly taking a turn as a carnivore (along with the far more malevolent and nasty Wiley Catt) before Kelly realized that he actually made a far more effective villain as a shyster and small-time crook. What’s more, most of the situations Pogo and company find themselves in are made by the heroes themselves – Albert, Owl and Churchy are all easily led, and can change their minds whenever they please. Sometimes Pogo just finds himself going along with the craziness, trying vainly to put in a good word for sense. And by ‘sometimes’ I mean ‘for the next twenty-four years’.

I’d mentioned Kelly grew up in Connecticut, and indeed the dialect used in the strip is not genuinely Southern so much as ‘Southern once or twice removed, then exaggerated for comic effect’. But it’s amazing to read, and works very well when read aloud (another reason I took so long to read the book). Many critics have taken the time to examine Kelly’s written dialect, and it easily fulfills one of my own pet bugaboos about written speech: it has to sound like someone would actually say it. This is harder for many writers than you might think, but there’s no question that the swamp denizens are engaging in dialogues that are not only funny and engaging but sound real – even if they don’t necessarily sound Southern.

Kelly started to do Sunday color strips a few months after the syndicated debut, and they’ve been collected before, but usually in black and white. These are in color for I believe the first time since they appeared in newspapers. The introduction notes this was the main reason why the book kept getting delayed – cleaning the Sunday strips, and finding ones that could be published, was a major chore. They look fine here, about as good as I think you’re going to get when dealing with 60-year-old comics where the original art is long since lost. While the strips could occasionally be in continuity with the dailies, more often than not the Sunday Pogos had their own continuity from week to week. I was particularly fond of the Fountain of Youth story, which features much of what Pogo does best – immediate misconceptions and overreactions.

Fantagraphics has a nice introduction giving a brief biography of Kelly, and describing many of the struggles he had with Pogo and syndication. There is also a fantastic notes section at the end, which points out historical trivia as well as giving the context for some of the strips. Two of the main villains of the story where Albert is falsely accused are based on newspaper publishers William Randolph Hearst and Robert McCormick, something I would have been totally ignorant of as a child. As the strip got more satirical, we’d see more swamp animals based on real life figures, usually political. We’ll have to wait for Volume 3 for the most famous one, however.

It’s possible that the appeal of Pogo may be lost on folks who are so used to everything that it influenced, be it talking animal comedies or political satires. Doesn’t matter to me, though. This strip is funny, well-drawn, and features a huge mass of likeable characters doing entertaining things. Put it together with Fantagraphics’ excellent presentation, and you have a definite must-buy. I will assume that Volume 2 will be out this fall, and that the wait for future volumes will not be as long as the wait for this one, even if it was totally worth it.

Filed Under: REVIEWS

Donald Duck: Lost In The Andes

November 26, 2011 by Sean Gaffney

By Carl Barks. Released in North America in 1948 and 1949, first published in various Walt Disney comic books by Western Publishing. This new edition released by Fantagraphics.

It seems rather odd to say this, but I never grew up reading Carl Barks. My comic book experience as a child was pretty much Archie, Asterix and Tintin. I read the occasional Plastic Man as well, but DC and Marvel just held no interest for me. Likewise, though I enjoyed Disney movies and the odd short I saw, the lack of Disney Channel in our house meant I missed out on the desire to get more Donald Duck adventures at any cost. And I’d never quite had enough word of mouth to get the many re-releases of Barks’s material over the years. But Fantagraphics has had some excellent archive material over the years, and when I heard them announce this, even though it wouldn’t technically be published in order, I decided to sit down and figure out why this man is so revered.

I didn’t end up disappointed. This is really fantastic storytelling. Another review of this volume compared it to Tintin, and I think that’s very apt. There’s the adventures in foreign lands, the constant peril, the occasional wacky gags thrown in to alleviate said peril, and of course good old American ingenuity that, thankfully, never verges on jingoism quite as much as Tintin sometimes did. Heck, there’s even some questionable racial caricatures, although again I note that compared to what other artists were doing at the time, Barks was miles ahead. These aren’t cartoon cannibals or witch doctors – even if they’re drawn in a comic based around cartoons.

The volume takes in one year of Barks at his ‘peak’ – 1948 and 1949 – and features four adventure stories of 20-30 pages in length, about nine shorter comedy stories that are 10 pages each; and ends with a series of one-page gag pages. For those who are hardcore about reading in order, the actual publication dates are on the final page, but I didn’t really notice any issues – these aren’t continuity laden strips. The adventure strips are the best of the lot, so it makes sense to pack the front half with them. Lost in the Andes gets the cover and title, and rightly so -it has an epic flavor that the others don’t quite hit, and even manages to be majestic, while still believably starring Donald Duck. The search for square eggs is nicely silly, and manages to merge nicely with the lost world Donald and his nephews find. This is the longest tale in the book, but the pacing never lags.

The other three adventure stories aren’t quite as good, but are still well worth a read. Voodoo Hoodoo was apparently censored in some previous Barks books, and is presented warts and ll here, including its African zombies and witch doctors. (Shouldn’t the zombie be Haitian? Oh well, never mind…) Most of all, it features a thoroughly despicable Uncle Scrooge, who I’m presuming has not yet become a featured player, and who seems to happily wish a fate worse than death on his own nephew. Race to the South Seas also features Scrooge being a jerk, though slightly less malevolent here. I also met Donald’s cousin Gladstone, who appears to have immense good luck but a horrible personality. This helps make Donald more sympathetic than he otherwise is. Lastly is The Golden Christmas Tree, which doesn’t work quite as well, mostly as the story is less realistic, and has a mawkish moral not written by Barks tacked onto the end.

(Regarding the African and South Seas natives: This could be a good gift for children, but you might want to explain how times have changed and discuss the stereotypes of yesteryear, even if Barks is nowhere near the level of Coal Black and de Sebben Dwarfs.)

The little 10-page stories veer more towards the comedy end of the spectrum, and several of them feature Donald as the hot-tempered impetuous duck we know from the screen, as opposed to the likeable adventurer we’d grown used to before. Even here, though, Donald can surprise us. One of my favorites was a rewrite of the animated short Truant Officer Donald, where Donald’s nephews try to skip school, but find the new truant officer manages to be a match for them. I also enjoyed a story where Donald is plagued by recurring nightmares, and his nephews try to help cure him. This is a classic ‘things snowball out of control’ plot where the absurdity of the ongoing situations makes everything funnier. And for those who want good old classic Disney plots of Donald outsmarting himself or infuriating himself, there’s stories where he gets onto a quiz show and tries to raise a sunken boat on the cheap that should be right up your alley. Lastly, the one-page gag stories are just that – funny. You really don’t ask for anything else when the story’s a page and stars Donald Duck.

I can’t judge the look of the comics against previous editions, but I don’t really have any issues – everything looks clear and sharp. I have heard that Race to the South Seas was mastered from original art for the first time in decades, so I imagine those on the fence might be interested in that. The book also has a big introduction giving a history of Carl Barks, and short essays at the back on each of the ‘main’ stories, i.e. the adventures and the 10 page comedy shorts. These essays vary wildly, with the best providing useful information and context, and the worst sounding like they were lifted straight from the densest section of the Comics Journal’s prose. Which, given this is a Fantagraphics release, shouldn’t be too surprising. :)

I picked this up thinking it’d be a good chance to see if I liked Carl Barks and what the fuss was all about. Well, now I get it – and I’m hooked. The second volume, out in May, apparently will focus on the years 1952-1953, and be more of an Uncle Scrooge edition. Which is fine, he needs to win me over after his horrible behavior here. But overall, this is well worth the purchase for any fan of classic comics.

Filed Under: REVIEWS

Pretty Guardian Sailor Moon, Vol. 2

November 24, 2011 by Sean Gaffney

By Naoko Takeuchi. Released in Japan as “Bishoujo Senshi Sailor Moon” by Kodansha, serialized in the magazine Nakayoshi. Released in North America by Kodansha Comics.

(There are spoilers for this volume in the review, please be aware.)

The first thing I noticed about the new volume of Sailor Moon, which contains half of the original Vol. 2 and half of 3, was how nicely it bookended itself. The volume opens with a dazed Usagi, waking up in Mamoru’s apartment, stunned to find out that he’s really Tuxedo Mask. And some two hundred and forty pages later, we end with the menacing cliffhanger of Usagi staring stunned at the same Mamoru, eyes now dark and with a menacing sneer on his face. Both of these things were highly predictable, but Takeuchi has a way of taking the most cliched plots and making them fascinating anyway.

Of course, in between those two set pieces, there’s a lot of stuff going on. First off, we get the arrival of our fifth Senshi. Takeuchi was not relying on her readers having read Code Name: Sailor V, so Minako gets introduced as if we’re meeting her for the first time. Which is a good thing, as Sailor V readers must have been confused by this serious, no-nonsense girl they thought they knew as a hyperactive ditz. (Remember, Sailor V was still less than halfway done at this point – the serious backstory for Minako was done retroactively after Sailor Moon ended.) In this case, I think Takeuchi realizes that the story is at a point where she needs Minako to be the experienced leader, rather than the genki flake. (That will come later, though never as much as the anime.)

So Minako is here to be the Senshi with long experience in fighting evil. The setup with her pretending to be the Princess is actually very well-thought out and sensible (I smell Artemis’s hand behind it), and even once the Princess’s true identity is revealed, note that it’s Venus who gets to be King Arthur and pull the huge sword out of the stone. (This does lead to the one ‘Mina-chan’ moment of the manga, where she drops the sword in the middle of Ami’s swank apartment complex lobby.) Unfortunately, this is a plot rather than character based manga series at this point, so Ami, Rei and Makoto get far less to do this time around except exposit. Though Makoto does manage to get briefly controlled by the enemy – it’s far more realistically done than Mamoru, and thus more disturbing.

There’s also a lot of destiny in this volume, most of it involving Usagi. A lot of this volume and the next is concerned with the past repeating itself – both the Senshi and the villains are worried about that, for different reasons – and how much fate controls our lives. There’s definitely a Romeo and Juliet vibe to the past life of Serenity and Endymion, though it’s unclear why their love is forbidden except that they come from different worlds. (Also, note Endymion being the leader of Earth – which helps explain why there is no Sailor Earth in this series, only in 70,000 fanfics on the Internet.) Seeing Endymion killed by the forces of evil is not particularly surprising, but seeing Princess Serenity stab herself with a giant broadsword IS. Takeuchi has never been shy about showing us blood and horror (witness Usagi’s dream of Mamoru’s melting skull, and Luna later on getting thrown so hard against a wall she almost bleeds to death). You can see why folks would like to fight Destiny repeating itself.

There’s also a lot here about the corrupting power of evil, something we’ll see time and time again in this series. Metallia is shown as a gray amorphous blob of pure nasty, and almost all the villains taking human form are shown to be possessed or controlled in some way, be it Beryl (who went on an archaeological search for Metallia’s seal, so was admittedly asking for it) to the four male Generals (who, like our heroes, appeared to have been reborn on Earth, but sadly were abducted and turned before they really knew what was going on.) Kunzite almost manages to throw off the spell for a bit – it’s clear that he’s dedicated to Mamoru over Beryl, at least till she pours the evil back into him – but for the most part it’s meant as tragedy, showing us the power and ambition that evil can command. (Note Beryl’s desire to take power for herself – and overthrow Metallia. Villains who turn against their masters is another thing you’ll see a lot of in this series, even if it doesn’t amount to much here.)

Kodansha’s presentation is pretty good. I noticed a typo or two, but for the most part the translation is very smooth. It’s not adapted as much as Tokyopop’s was, which works in some ways and not in others, but that is the nature of such things. Usako and Mamo-chan are both used here, with an endnote showing how they derived from the original names. This translation also keeps Takeuchi’s habit of having Usagi’s name represented by a bunny drawing – which can take some getting used to, I will admit. I wish the extras in the back had been translated – yes, they’re in teeny weeny script, and translating writer scrawl is always hard, but still. I also heard there are 4 ‘mini-comics’ that were left out of this edition. I checked to see what they were, and they all seem to be variations on Takeuchi saying ‘oh my god my old art is so bad’ and ‘deadlines are HAAAAARD’ and the like. So they would have been nice to see, but are not remotely essential.

Honestly, by the end of this volume I was feeling wrung out. There’s so much drama and emotion going on, in such a small amount of pages – remember, the anime took around 36-37 episodes to get to this point in the manga. Volume 3 will see the wrap-up of the first arc, and it should be a doozy. Let’s hope that destiny can be fought – well, except the destiny of true love conquering all, of course. That can stay.

Filed Under: REVIEWS

No Longer Human, Vol. 1

November 24, 2011 by Katherine Dacey

First published in 1948, Osamu Dazai’s No Longer Human became one of the most widely read books in post-war Japan. The story, modeled on Dazai’s own life, chronicles a dissolute young man’s profound estrangement from his family and peers. The protagonist’s life follows a trajectory similar to Dazai’s: convinced that his life is an empty charade, Yozo drops out of school; joins the Communist Party; enters into a suicide pact with a virtual stranger; and woos lonely women, using them for shelter, emotional comfort, and financial support after his father, a prominent politician, disowns him.

The novel is divided into three sections, or “notebooks,” each corresponding to a period in the protagonist’s life. In the first, Yozo describes his childhood: his uneasy relationship with his father, his clownish behavior at school, and his abuse at the hands of a female servant. In the second and third sections, Yozo documents his troubled adulthood, as he abandons school for a life of drinking and illicit relationships, bouncing from one woman to the next with little regard for the harm he causes them — or himself. Framing Yozo’s story is a second narrative delivered by an unnamed author who has found three photographs of Yozo: as a child of ten, “a small boy surrounded by a great many women”; as a college student, handsome but “strangely unpleasant”; and as man in his later twenties, his hair “streaked with gray,” and his face “devoid of expression.”*

Given the novel’s enduring popularity, it’s no surprise that several manga artists have adapted Dazai’s text as a graphic novel. Their approaches have ranged from reverential — the East Press edition (2007) hews closely to the original novel — to provocative — Yasunori Ninose’s version (2010) uses tentacle-porn imagery to represent the character’s extreme emotional distress. Usamaru Furuya’s 2009 adaptation falls somewhere in between, taking liberties with the setting and structure of Dazai’s work, while preserving the original tone and events of the novel.

As these myriad approaches suggest, one of the biggest challenges of translating No Longer Human into a pictorial form is its interiority: though eventful, Yozo’s story is as much about his state of mind as his behavior. Early in the novel, for example, Yozo describes his inability to understand how other people feel and think. “I have not the remotest clue what the nature or extent of my neighbor’s woes can be,” he tells the reader. “It is almost impossible for me to converse with other people.” In a desperate attempt to camouflage his bewilderment, Yozo constructs a jovial mask, winning approval from his family members and classmates with impish behavior and remarks. “I kept my melancholy and my agitation hidden, careful lest any trace should be left exposed,” he explains. “I feigned an innocent optimism; I gradually perfected myself in the role of the farcical eccentric.”

Furuya makes a game effort to find visual analogues for Yozo’s interior states. Whenever Yozo feels emotionally disoriented, for example, Furuya obscures the other characters’ expressions, rendering their faces as blurs. Furuya extends this symbolic approach to Yozo’s social paralysis as well. “I was congenitally unable to refuse anything offered to me by another person, no matter how little it might suit my tastes,” Yozo confesses. “In other words, I hadn’t the strength even to choose between two alternatives.” In these passages, Furuya draws Yozo as a marionette, violently manipulated by an unseen puppeteer; as a drowning victim, disappearing under the water’s surface; and as a man engulfed in flames, so consumed by his fear of disappointing others that he surrenders his own agency.

Though Furuya follows the basic outline of Dazai’s novel, he makes two significant changes to the text. First, he moves the story from pre-war Japan to the present day, replacing the unnamed narrator with a character named Usamaru Furuya, a manga artist who discovers Yozo’s pictures on the internet. Second, Furuya streamlines the script, all but eliminating the first notebook; instead, he depicts Yozo’s childhood through a few brief, suggestive flashbacks.

The first decision makes good sense. By moving the setting from Taisho-era Japan to the present, Furuya sheds the novel’s period trappings in favor of a milieu that readers can intuitively appreciate — a world of blogs, cell-phones, high-rise apartment buildings, and other technologies that promote social isolation.

Less successful is Furuya’s decision to focus on Yozo’s adult life to the exclusion of his childhood. In the original novel, ten-year-old Yozo crosses paths with another outsider, a young boy who immediately detects the effort and strain behind Yozo’s clowning.  Fearful that Takeichi will expose his deceit to the other students, Yozo dons “the gentle beguiling smile of the false Christian,” befriending the odd, unlikeable Takeichi in an effort to buy his silence. The episode is among the most potent and revealing in the book, an early example of Yozo’s ability to manipulate others, and a rare example of him acknowledging his own agency — something he never does in the manga.

Furuya also trims another brief but important scene from the early pages of No Longer Human, in which Yozo implies that he was molested by his wealthy family’s servants. “Already by that time I had been taught a lamentable thing by the maids and menservants; I was being corrupted,” Yozo declares. “I now think that that to perpetrate such a thing on a small child is the ugliest, vilest, cruelest crime a human being can commit.” Yozo’s indifference to others’ suffering, inability to experience romantic love, and passive-aggressive behavior, suggest a pathology rooted in this formative experience. Perhaps Furuya found this passage too neatly Freudian for his purposes, but in choosing to omit it, he makes Yozo seem like just another cad who beds and discards women, rather than a wounded soul incapable of sexual intimacy.

Yet for all its shortcomings — the omissions, the obvious symbolism — Furuya’s adaptation still captures the raw power of Dazai’s original novel. In its best passages, Furuya makes us feel as dazed and lonely as Yozo himself; we appreciate how helpless he feels, though we can see how seductive — and dangerous — he can be. Furuya also manages to document the full extent of Yozo’s debauchery without eroticizing it; we are keenly aware of the emotional distance between Yozo and his sexual conquests, making these scenes feel joyless and awkward, rather than titillating in their explicitness.

In short, Furuya has found a way to transform Dazai’s sharp critique of pre-war Japanese society into a more universal text, one that raises the question, What does it mean to be human right now?

* All quotations taken from Donald Keene’s translation (New York: Penguin Books, 1958).

Review copy provided by Vertical, Inc.

NO LONGER HUMAN, VOL. 1 • NOVEL BY OSAMU DAZAI, ADAPTATION BY USAMARU FURUYA • VERTICAL, INC. • RATING: OLDER TEEN (16+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: no longer human, Osamu Dazai, Usamaru Furuya, Vertical Comics

The Melancholy of Suzumiya Haruhi-chan, Vol. 4

November 22, 2011 by Sean Gaffney

By Nagaru Tanigawa and Puyo. Released in Japan as “Suzumiya Haruhi-chan no Yuutsu” by Kadokawa Shoten, serialization ongoing in the magazine Shonen Ace. Released in North America by Yen Press.

Yes, it still has a narrow audience. Yes, many of its punchlines are Osaka-style, i.e. someone says something dumb and the straight man shouts “Are you kidding?”. And yes, it’s still cutesy-wootsy and superdeformed a good deal of the time (though honestly, less so than in prior volumes). And yet I still love this series as it honestly makes me laugh a lot.

I’ll see if I can divide this review of Vol. 4 into 3 parts: the silly, the fanservicey, and the character development (which remains surprisingly large for a gag manga based on something else). For those looking for pure silly comedy, the manga has you covered. Asakura and Kimidori-san solve a murder in their own adorable way; Haruhi invents what must be the world’s only game of Extreme Othello, combining it with badminton to lethal effect; and best of all, Koizumi attempts to train the others to prepare for Haruhi during April Fools’ Day by having Mori dress up as Haruhi and say things she would normally say… which in the end appears just to be an excuse to humiliate and embarrass Mori. But in the most adorable way!

The fanservice chapters are not ashamed to be completely pandering, either. There’s nothing explicit – this is a manga that anyone could read, really – but the blatant school tag game with all the girls in swimsuits even lampshades it by having the male characters doing their own, unseen tag game elsewhere, while we ogle Haruhi, Mikuru and company in swimsuits. And at the end, Haruhi tries to come up with an exercise routine that gets far too sexy far too fast, going so far that even she ramps herself back after revealing a bit too much of her internal monologue out loud. Naturally, these fanservice shots are NOT superdeformed, as the whole point is to look at the fine female form.

Then there’s the Kyon and Haruhi relationship, which is very well handled in the two chapters it gets a focus. On one, Koizumi has rigged a contest so that he gets to pick what the losers do, and gets Yuki to rig it further so that Kyon and Haruhi are the losers. You can see where this is going; he forces them on a date, complete with his own pre-written script. The fun here is seeing Kyon and Haruhi’s punch-drunk reactions at having to say all this cornball romantic dialogue, and seeing the occasional glimpse of their real feelings almost derail things “Don’t go off the script, jerk!” is positively ADORABLE here, especially with the huge blush. Sadly, there’s one line they won’t cross, even if it’s for a bet. On a fluffier note, we get a rewrite of Live Alive where Kyon and Haruhi, both bored, decide to wanter the culture festival together – but they are not a couple.

Lastly, I was highly amused by the chapter where Nagato got her roommates drunk on amazake (aliens have no alcohol tolerance) and we discover the amazing effects that a hangover can have on Asakura. It is incredibly strange seeing her like that, and I have to wonder if it might have been a shout-out to the author’s other Haruhi spinoff, The Disappearance of Nagato Yuki. Best line of the volume comes here (trying not to spoil), from Yuki: “This must be what a parent feels like when their child surpasses them… the bittersweet sadness of parenthood…”

Only buy this if you like Haruhi. But if you do, it’s a hoot. And miles better than the ‘official’ manga is.

Filed Under: REVIEWS

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