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Discussion, Resources, Roundtables, & Reviews

Post-Apocalyptic Sci-Fi

No Guns Life, Vol. 1

September 9, 2019 by Katherine Dacey

No Guns Life is a textbook example of  “robo noir,” a story that borrows tropes from Double Indemnity and The Maltese Falcon and transplants them to a not-too-distant future where old and new technologies rub shoulders, and damsels in distress might, in fact, be androids. The hero is Juzo Inui, a bodyguard-for-hire who has a strong moral code and an aversion to “humidity and kids.” Like the cyborg clientele he serves, Juzo’s body has been cybernetically enhanced, his head replaced with a giant revolver. Yes—you read that right. Juzo’s head can fire a round of ammunition, a creative decision that skirts the line between funny and horrific; only Juzo’s strong moral code makes the gun-as-head concept palatable.

And speaking of that moral code, volume one focuses on Juzo’s efforts to honor a contract with a fellow cyborg. That cyborg shows up at Juzo’s office with a 12-year-old boy in tow and a request: hide the boy from the Berühen Corporation, a powerful organization that manufactures top-secret weapons. With the police and Berühen’s goons on his trail, Juzo stashes Tetsuro with his friend Mary, a back-alley surgeon, and sets out to discover why Tetsuro is such a hot commodity.

While Juzo’s exploits are entertaining, No Guns Life is a mixed bag. On the plus side, the story is briskly paced and well drawn; Tasuku Karasuma creates a strong sense of place in his establishing shots, drawing a sprawling modern city that still has hole-in-the-wall office buildings, dingy basements, and crowded tenements, all populated by characters with memorable mugs. On the minus side, the story traffics in cliches, from the beautiful assassin who carries out her duties in a skimpy costume to the villains who deliver lengthy, exposition-dense monologues before pulling the trigger. The fight scenes, too, leave something to be desired; there are too many flash-boom panels that bury the action under sound effects and speed lines, leaving the reader to guess what’s happening. None of these shortcomings are fatal, but they emphasize the fact that No Guns Life is chiefly memorable because the protagonist looks like a Second Amendment poster boy, not because the story has something new to say about the boundaries between man and machine, or the ethics of human experimentation.

The bottom line: Fans of the anime will probably enjoy No Guns Life, but readers versed in sci-fi and noir conventions may find it too pedestrian to make a lasting impression.

A review copy was provided by VIZ Media, LLC. Volume one will be released on September 17, 2019. Read a free preview here.

NO GUNS LIFE, VOL. 1 • STORY AND ART BY TASUKU KARASUMA • TRANSLATED BY JOE YAMAZAKI • VIZ MEDIA • RATED T+, FOR OLDER TEENS (VIOLENCE, SCANTILY CLAD WOMEN) • 248 pp.

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: No Guns Life, Post-Apocalyptic Sci-Fi, Sci-Fi, Ultra Jump, VIZ Signature

Girls’ Last Tour, Vol. 1

June 8, 2017 by Katherine Dacey

Was Tsukumizu an architect in a previous life? That question lingered with me as I read volume one of Girls’ Last Tour, a sci-fi manga that unfolds in a not-too-distant future filled with crumbling infrastructure and empty cities. Tsukumizu details the physical environment with precision, from sagging girders and abandoned cranes to pockmarked skyscrapers, broken trestles, and rusting water tanks. The sense of loss is palpable on every page, whether the principal characters are surveying an airplane “graveyard” filled with rusting turboprops, or searching for safe passage through a partially flooded city. Though we don’t learn what caused the devastation, Tsukumizu’s vivid illustrations suggest that the world we’re seeing was torn apart by violence.

If only the characters were rendered with such specificity! Yuuri and Chito — the “girls” of the title — are opposites: Yuuri is the brawn, Chito the brain. Both are so focused on their own survival that we have little sense of who they were before the apocalypse, or what brought them together. That in itself isn’t a fatal flaw; Robert Redford’s character in All Is Lost, for example, had no obvious backstory to explain why he was sailing by himself, or who might miss him if he drowned at sea. Yet the movie was compelling, as Redford’s character was painfully aware of his own vulnerability, and the unlikeliness of being rescued. In Girls’ Last Tour, by contrast, the dramatic stakes are low; many chapters revolve around simple activities — jerry building a hot tub, finding a place to sleep — that don’t reveal much about either girl’s personality, or the dangers they face.

The one exception is a story arc spanning chapters six, seven, and eight, in which Yuuri and Chito meet a cartographer who’s been diligently mapping an unnamed city. When an accident scatters Kanazawa’s maps to the wind, his anguish at their loss generates a visceral jolt of emotion. “I may as well fall with them,” he declares, a statement that Chito and Yuuri forcefully reject before dragging Kanazawa to safety atop a tower. As they peer out over the city, their bodies dwarfed by sky and buildings, the darkness gives way to a brilliant patchwork of lights that illuminate their faces and the rooftops around them — a potent reminder that the city once teemed with life.

Tsukumizu frustrates the reader’s efforts to make sense of the characters, however, by drawing Chito and Yuuri as a pair of affectless automatons. Yuuri’s comments about the lights indicate that she’s genuinely moved, but her face and her body don’t register any emotion; she might as well be discussing what she had for dinner, or whether railroad ties make good firewood. Perhaps the flatness of her delivery is meant to convey just how weary she is, or how pragmatic she must be to survive, but the banality of her conversations with Chito suggest that Tsukumizu had some difficulty creating characters as sharp and memorable as the world they inhabit.

The bottom line: Your mileage will vary: some people may appreciate the series’ absence of dramatic conflict, while others may find it a little too measured to be engrossing. I’m on the fence about this one; on the strength of the final story arc, however, I’ll be picking up volume two.

GIRLS’ LAST TOUR, VOL. 1 • STORY AND ART BY TSUKUMIZU • TRANSLATION BY AMANDA HALEY • YEN PRESS • RATED T, FOR TEEN (13+) • 162 pp.

 

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Post-Apocalyptic Sci-Fi, Tsukumizu, yen press

License This! 7 Seeds by Tamura Yumi

May 24, 2013 by Travis Anderson 4 Comments

Well, since everyone’s talking about Tamura Yumi and I just recently finished reading the newest volume of 7 Seeds, I think I will talk today about how some US company really, really, REALLY needs to license this awesome manga!

7seeds 22I’m sure many of you have read Basara, so you know Tamura Yumi can write amazing long-form post-apocalyptic adventure series. The cool thing about 7 Seeds is that it is also a long-form post-apocalyptic adventure series, but at the same time is completely different from Basara. Basara is set sometime long after humanity has recovered from their apocalypse and has regressed to a sort of feudal society. The actual apocalypse and aftermath don’t play any role in the story and to be honest, it could be set in a fantasy feudal Japan and not really feel any different.

7 Seeds, on the other hand, tells the story of five groups of young people who were cryogenically frozen in a government plan to assure humanity’s survival after Earth’s collision with a giant meteor. It’s a survival story and the apocalypse and the affect it had on Japan is constantly felt. There’s also lots of intrigue as we learn more about the 7 Seeds Project and what happened to everyone else on Earth after the meteor hit.

The manga starts off with Natsu’s POV, as she wakes up in an unfamiliar world with a bunch of strangers. No one told her or the other people in her group that they were chosen to be part of this project. The only person who knows anything is their guide, Botan. Later the POV switches to Hana, a girl on a different team, who also had no knowledge of the project, but is far more prepared than anyone else, having had a lot of wilderness training from her father. Occasionally the POV switches to other characters (like when we meet Aramaki, the sole survivor of his group, who thawed out fifteen years earlier than Hana and Natsu’s groups, in the icy wilderness of Hokkaido, or when Hana finds the journal of Mark, a guy who lived in a doomed shelter directly after the meteor hit, or when we meet the team whose members trained their entire life in order to be sent to the future as humanity’s great hope but who ended up being emotionally and mentally scarred by the experience), but for the most part it’s shared between Hana and Natsu.

This series has so many angles of appeal. Do you like adventure? Do you like post-apocalyptic stories? Do you like large casts with lots of great female characters? Do you like found/chosen family? Do you like intrigue and mystery? There is romance, too, as these are (for the most part) teenagers with lots of emotions and hormones and all that jazz. But romance plays even less of a role than it does in Basara, so if that was your main interest in a story then this probably wouldn’t be the story for you (but then again, it might, since there are loads of people to ship and at least one pairing that’s set up as the “main romance”). (I do love shoujo romance, but I’m also always really happy to find good shoujo series that aren’t primarily romance, because while there’s more of them in Japan than available in English, even in Japan it’s still a minority compared to romance-focused manga.)

One thing that really hit me in reading the most recent volume is that the theme of 7 Seeds seems to be “don’t look back.” No one knows how long it’s been since the meteor hit. Even the guides, who were prepared for this, know only that they were set to thaw when the computers sensed that the world was once again able to sustain human life. The flora and fauna and even the landscape of Japan, everything is alien. But the lesson seems to be that it’s humans who are the intruders, and in order to survive, they have to adapt to this new world, rather than clinging to the past. This is really driven home every time they encounter one of the abandoned shelters where those few survivors who weren’t part of the 7 Seeds project lived after the meteor hit.

I know some people don’t like her art and feel it’s dated (personally I think it’s unique and helps it stand out from the crowd), but she’s such a great storyteller that even if it had the worst art ever, I would still recommend this series to everyone because it’s that great. I don’t want it to end, so when it seemed like the groups were getting closer to finally all coming together (which will surely be the beginning of the end) in this most recent volume, I found myself cheering when they were separated even further as that meant the series wasn’t as close to the end as I’d feared. (There’s still so much to discover! So much I want to know!)

The longer this series goes on without being licensed (the most recent volume was #24 and it’s been running for over ten years now), the more I worry it never will be, since publishers are always more hesitant about picking up a long series (especially when it’s not shounen), but I really, really hope that someone will take a chance on it. As much as I loved Basara, I love this many times more and I want more people to be able to enjoy it!

Filed Under: License This! Tagged With: Post-Apocalyptic Sci-Fi, shoujo, Yumi Tamura

Manga Artifacts: The Legend of Mother Sarah

October 9, 2011 by Katherine Dacey 15 Comments

Most American manga fans know Katsuhiro Otomo as the creator of AKIRA, and perhaps of Domu: A Child’s Dream and Hipira. But did you know that Otomo was also the author of The Legend of Mother Sarah, a criminally under-appreciated sci-fi epic that’s equal parts Mad Max and Terminator II?

Set in the not-too-distant future, Mother Sarah begins in space — or, more accurately, space stations, where the survivors of a nuclear holocaust have sought refuge from the Earth’s extreme climate changes. When riots threaten the peace aboard these floating cities, the military evacuates civilians back to the surface, in the process separating thousands of children from their parents. Sarah, the story’s eponymous heroine, is on a quest to find her own family, all of whom disappeared in the chaos aboard the space stations. Traveling with Tsue, a trader, she wanders a desolate landscape of crumbling cities, slave-labor camps, religious compounds, and hardscrabble farms, putting the hurt on anyone who threatens the honest folk she meets along the way.

Given its classic premise and cool, resourceful heroine, it’s curious that Mother Sarah had such a short shelf life. As tempting as it may be to chalk up fan indifference to sexism, or antipathy towards Otomo’s other (read: not AKIRA) projects, I think the real reason lies with the way Mother Sarah was released.

Dark Horse published the series from 1995-98, but only collected the first eight issues into a trade paperback. . When read in thirty-page installments, The Legend of Mother Sarah: Tunnel Town is engaging but frustrating. Otomo and artist Takumi Nagayasu’s sense of pacing, in particular, is too leisurely for a stand-alone booklet: they establish a new setting with a dozen wordless panels, luxuriate in an explosion, or depict a fist-fight over five or six pages, gobbling up pages that might otherwise be advancing the story.

Contrast an issue of Tunnel Town with that of a long-running American series and the incompatibility of format and story becomes more apparent. In each issue of The Walking Dead, for example, one important event is dramatized: the characters make a critical discovery about their zombie foes or confront a troublemaker within their ranks. Though the issue may end on a cliffhanger, there’s a sense of closure that’s missing from an issue of Mother Sarah, even though both stories are clearly intended to extend beyond the confines of a single pamphlet. Put another way, each issue of Walking Dead has a clear beginning, middle, and end, whereas Sarah simply stops; it’s as if the author pressed “pause,” rather than set the table for the next chapter.

When read in trade paperback form, however, Tunnel Town has a more satisfying rhythm. Those establishing shots and slow-mo fight scenes draw the reader deeper into the story; we feel like we’re actually part of the scene, rather than passive witnesses to the action. The continuity between events is easier to appreciate as well. Sarah’s skirmishes with authority no longer seem like a string of isolated incidents, but a steadily escalating pattern of violence that demands resolution. And what a finale! Coming at the end of two hundred pages, the denouement is less a cool stunt than a thrilling affirmation of Sarah’s courage and smarts, an emphatic punctuation mark at the end of a long but well-reasoned paragraph.

I’m guessing that someone at Dark Horse must have thought Mother Sarah was ill-served by the thirty-page format, as the next two arcs — City of the Children and City of the Angels — were published in forty-eight page installments, a development highlighted on the front covers of each issue:

As a result, the later mini-series are more engaging; we’re treated to a larger, more satisfying chunk of story in each installment, a chunk that I suspect corresponds to the way the manga was serialized in Young Magazine. (I don’t know that for a fact, however, so feel free to politely educate me on this point if I’m off base here.) Alas, neither Children nor Angels were collected in bound form, making it harder for a new generation of manga fans to discover the series for themselves.

For all my grumbling about format and scarcity, however, all three story arcs are worth owning, both for the art and the story. Takumi Nagayasu’s crisp visuals are pleasingly reminiscent of Otomo’s. Nagayasu’s characters are drawn in a naturalistic fashion, with plenty of attention given to hands, facial hair, posture, wrinkles, and muscles; even the most inconsequential soldier or civilian is given a unique face and a thoughtfully constructed costume. Nagayasu also shares Otomo’s love of vehicles and decaying urban landscapes, rendering both in a fine, evocative fashion; one can almost hear the steel structures rusting from neglect.

Otomo’s writing is as strong as Nagayasu’s artwork. Though Sarah is a certifiable bad-ass, capable of kicking and stabbing her way out of a tight situation, she relies on her wits just as frequently as her fists. Her maternal instincts, too, inform much of her decision-making; throughout the series, Sarah is drawn to conflicts involving exploited or abused children, offering her a chance to symbolically “save” the family she lost ten years earlier. In short, Sarah is a woman warrior in the Lt. Ellen Ripley/Sarah Connor mold: fierce, strong, principled, and, above all else, a mama grizzly who sides with the young and the helpless. Oh, and she looks good while dispensing justice, too. Now that’s my kind of escapism, no matter how it’s packaged.

THE LEGEND OF MOTHER SARAH • STORY BY KATSUHIRO OTOMO, ART BY TAKUMI NAGAYASU • DARK HORSE • NO RATING

Filed Under: Manga Critic Tagged With: Dark Horse, Katsuhiro Otomo, Post-Apocalyptic Sci-Fi, Takumi Nagayasu

Manga Artifacts: The Legend of Mother Sarah

October 9, 2011 by Katherine Dacey

Most American manga fans know Katsuhiro Otomo as the creative force behind AKIRA and Domu: A Child’s Dream, but Otomo’s catalog also includes works like The Legend of Mother Sarah, in which Otomo penned the script but relinquished the illustration duties to another manga-ka. And while Mother Sarah isn’t quite as visually dazzling as AKIRA or Domu, this post-apocalyptic adventure is every bit as fun to read, thanks to its vivid characterizations and dynamic action sequences.

Set in the not-too-distant future, Mother Sarah begins in space — or, more accurately, space stations, where the survivors of a nuclear holocaust have sought refuge from the Earth’s extreme climate changes. When riots threaten the peace aboard these floating cities, the military evacuates civilians back to the surface, in the process separating thousands of children from their parents. Sarah, the story’s eponymous heroine, is on a quest to find her own family, all of whom disappeared in the chaos aboard the space stations. Traveling with Tsue, a trader, she wanders a desolate landscape of crumbling cities, slave-labor camps, religious compounds, and hardscrabble farms, karate-chopping anyone who threatens the honest folk she meets along the way.

Given its classic premise and cool, resourceful heroine, it’s curious that Mother Sarah had such a short shelf life here in the United States. As tempting as it may be to chalk up fan indifference to sexism, or antipathy towards Otomo’s other (read: not AKIRA) projects, I think the real reason lies with the way Mother Sarah was released. Dark Horse published the series from 1995-98, but only collected the first eight issues into a trade paperback. When read in thirty-page installments, The Legend of Mother Sarah: Tunnel Town is engaging but frustrating. Otomo and artist Takumi Nagayasu’s sense of pacing, in particular, is too leisurely for a stand-alone booklet: they establish a new setting with a dozen wordless panels, luxuriate in an explosion, or depict a fist-fight over five or six pages, gobbling up real estate that might otherwise be advancing the story. Contrast an issue of Tunnel Town with that of a long-running American series and the incompatibility of format and story becomes more apparent. In each issue of The Walking Dead, for example, one important event is dramatized: the characters make a critical discovery about their zombie foes or confront a troublemaker within their ranks. Though the issue may end on a cliffhanger, there’s a sense of closure that’s missing from an issue of Mother Sarah, even though both stories are clearly intended to extend beyond the confines of a single pamphlet.

When read in trade paperback form, however, Tunnel Town has a more satisfying rhythm. Those establishing shots and slow-mo fight scenes draw the reader deeper into the story; we feel like we’re actually part of the scene, rather than passive witnesses to the action. The continuity between events is easier to appreciate as well. Sarah’s skirmishes with authority no longer seem like a string of isolated incidents, but a steadily escalating pattern of violence that demands resolution. And what a finale! Coming at the end of two hundred pages, the denouement is less a cool stunt than a thrilling affirmation of Sarah’s courage and smarts, an emphatic punctuation mark at the end of a long but well-reasoned paragraph.

I’m guessing that someone at Dark Horse must have thought Mother Sarah was ill-served by the thirty-page format, as the next two arcs — City of the Children and City of the Angels — were published in forty-eight page installments, a development highlighted on the front covers of each issue:

As a result, the later mini-series are more engaging; we’re treated to a larger, more satisfying chunk of story in each installment, a chunk that I suspect corresponds more closely to the way the manga was serialized in Young Magazine. Alas, neither Children nor Angels were collected in bound form, making it harder for a new generation of manga fans to discover the series for themselves.

For all my grumbling about format and scarcity, however, all three story arcs are worth owning, both for the art and the story. Takumi Nagayasu’s crisp visuals are pleasingly reminiscent of Otomo’s. Nagayasu’s characters are drawn in a naturalistic fashion, with plenty of attention given to hands, facial hair, posture, wrinkles, and muscles; even the most inconsequential soldier or civilian is given a unique face and a thoughtfully constructed costume. Nagayasu also shares Otomo’s love of vehicles and decaying urban landscapes, rendering both in a fine, evocative fashion; one can almost hear the steel structures rusting from neglect.

Otomo’s writing is as strong as Nagayasu’s artwork. Though Sarah is a certifiable bad-ass, capable of kicking and stabbing her way out of a tight situation, she relies on her wits just as frequently as her fists. Her maternal instincts, too, inform much of her decision-making; throughout the series, Sarah is drawn to conflicts involving exploited or abused children, offering her a chance to symbolically “save” the family she lost ten years earlier. In short, Sarah is a woman warrior in the Lt. Ellen Ripley/Sarah Connor mold: fierce, strong, principled, and, above all else, a mama grizzly who sides with the young and the helpless. Oh, and she looks good while dispensing justice, too. Now that’s my kind of escapism, no matter how it’s packaged.

THE LEGEND OF MOTHER SARAH • STORY BY KATSUHIRO OTOMO, ART BY TAKUMI NAGAYASU • DARK HORSE • NO RATING

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Dark Horse, Katsuhiro Otomo, Post-Apocalyptic Sci-Fi, Takumi Nagayasu

Harmony

September 4, 2010 by Katherine Dacey

VIZ launched its Haikasoru imprint in 2009, with the goal of bringing Japan’s best speculative fiction to the US. Haikasoru’s debut titles — All You Need Is Kill and The Lord of the Sands of Time — introduced Americans to two award-winning sci-fi authors whose work had previously been unavailable in English. As the line as grown, so, too, has the diversity of its offerings, which run the gamut from horror (e.g. Otsuichi’s ZOO) to teen-friendly fantasy (e.g. Miyuki Miyabe’s Brave Story and The Book of Heroes) to science fiction (e.g. Issui Ogawa’s The Next Continent and Hosume Nojia’s Usurper of the Sun). Harmony, the newest Haikasoru title, falls on the softer end of the sci-fi continuum, depicting a world in which “admedistrative” societies — that is, countries that operate by rule of medicine, rather than rule of law — are the new empire-builders.

Harmony takes place in the late twenty-first century, fifty years after nuclear holocaust destroyed North America and destabilized the international balance of power by flooding the Third World with an abundant supply of nuclear weapons. In the chaos that ensued, countries which successfully developed the medical technology to treat radiation sickness supplanted the old superpowers, while less scientifically advanced nations descended into guerilla warfare. The new admedistrative powers transformed the World Health Organization (WHO) into a global peacekeeping force tasked with monitoring other nations’ ability to “ensure their populace a lifestyle that [is] sufficiently healthy and human.” The key to that lifestyle is WatchMe, an elaborate system that keeps close watch over individuals’ health, guiding them away from potentially harmful choices — fatty food, alcohol, cigarettes, distressing literature — repairing cellular damage, and providing the government a steady stream of data about a person’s behavior and current medical condition.

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Harmony is told through the point of view of Tuan Kirie, a twenty-eight-year-old WHO agent tasked with solving the mystery behind an “outbreak” of suicide — an action that, in theory, should be impossible under the WatchMe system. Tuan is an appealing narrator, at once tough and funny, a natural contrarian who smokes and drinks and defies authority yet nonetheless treats her mission with the utmost seriousness. The story moves fluidly between past and present, using Tuan’s childhood memories to shed light on her conflicted, often subversive, behavior. Until the third act, the pacing is brisk and the dialogue crisp; as Tuan draws closer to finding out what prompted the wave of suicides, however, the story begins to sag under the weight of turgid conversations about free will and psychology, a flaw that the frequent changes of setting can’t conceal.

It’s a shame these third-act discussions are so pedestrian, as author Keikaku “Project” Itoh has devised a nifty set-up for examining the boundaries between public and private life, imagining a world in which the government’s desire to collect data and enforce civility goes well beyond speech, belief, and association — all manifestations of conscious thought — to the level of neural transmissions and body chemistry. For most of the book, Itoh manages to dramatize the conflict between public and private without speechifying or shortcuts, using Tuan’s role as a WHO agent to explore the nature of admedistrative rule. Though Tuan yearns for the physical and social freedom less technologically advanced societies enjoy, the persistence of armed conflict in the developing world is a potent reminder of why so many people willingly submit to the benevolent totalitarianism of the WatchMe system.

VIZ has done an excellent job of adapting Harmony for English-speaking audiences. Translator Alexander O. Smith, in particular, deserves praise for the smooth, idiomatic voicing of Tuan’s thoughts in language that captures the heroine’s fierce personality. Smith also navigates passages of scientific shoptalk and historical description with ease, producing a highly readable text that lacks any of the tell-tale signs of translation: awkward turns of phrase, confusing use of pronouns.

Aside from a few third-act hiccups, Harmony is a solidly entertaining book, offering a judicious mixture of globe-trotting action, social commentary, and suspense to engage all but the hardest science fiction fans, and a surprise ending that neatly resolves the main plot while raising new, thought-provoking questions. Recommended.

Review copy provided by VIZ Media, LLC.

HARMONY • BY PROJECT ITOH, TRANSLATED BY ALEXANDER O. SMITH • VIZ • 252 pp.

Filed Under: Books, Manga Critic, REVIEWS Tagged With: Haikasoru, Novel, Post-Apocalyptic Sci-Fi, VIZ

Silent Möbius, Vol. 1

June 10, 2010 by Katherine Dacey

I like science fiction, I really do, but I have limited tolerance for certain tropes: futures in which all the women dress like strippers — or worse, fascist strippers — futures in which giant bugs menace Earth, and futures in which magic and technology freely commingle. Small wonder, then, that Kia Asamiya’s Silent Möbius has never been on my short list of must-read manga — it’s a festival of cheesecake, gooey monsters, and pistol-packing soldiers who, in a pinch, must decide whether to cast a spell or fire a rocket launcher at the enemy. Imagine my surprise when I discovered just how entertaining Silent Möbius turned out to be, gratuitous panty shots, bugs, and all.

When shorn of its mystical mumbo-jumbo and elaborate character histories, Silent Möbius is, at heart, a classic “They came from outer space!” tale. The story begins in 2026, when the Earth is under siege from interdimensional beings known as Lucifer Hawks, fierce, shape-shifting beasties that can assume a variety of forms: dragons, humans, oversize millipedes. Only a small team of elite agents — the so-called Attacked Mystification Police Force (AMP) — are capable of killing the Hawks with a mixture of up-to-the-minute technology and good old-fashioned sorcery. Where the Hawks are coming from and why remains mysterious — at least in the very early stages of the story — though we learn that one agent’s father may be responsible for opening the floodgate between Earth and the Hawks’ home world.

If the plot is pedestrian, Asamiya’s towering cityscapes and appealing character designs aren’t. To be sure, there are plenty of other sci-fi manga from the 1980s and 1990s peddling similar visions of a dysfunctional future paved in concrete and lit by neon, but Asamiya and his helpers pull off even the busiest compositions, bringing the urban scenes to energetic life; I dare you not to compare Silent Möbius with Blade Runner. (Someone else must have thought so, too, as Asamiya was tapped to do the manga adaptation of Star Wars: The Phantom Menace, yet another work that pilfered visuals from Scott’s ground-breaking film.) Then there are the character designs: each member of the AMP seems to be taking her grooming cues from the golden age of MTV, when video vixens came in two flavors: those with enormous feathered hair, and those with short, heavily lacquered locks. Better still, their uniforms consist of jackets with epaulets, neckties, and stirrup leggings. Who knew that 2026 would look suspiciously like 1986?

The other thing that won me over was the characters. I wouldn’t construe Asamiya’s decision to make the AMP a strictly female force as a nod to feminism; there are enough costume failures and half-clad characters to suggest Asamiya was as interested in satisfying the male gaze as he was in promoting the idea that women can kick ass just as well as men. At the same time, however, the ladies of AMP are tough and decisive, and don’t take guff from their male peers; in one of the series’ few nods to realism, the largely male police force resents the AMP for their ability to assume control of any investigation, grumbling about jurisdiction and occasionally baiting the women into fights.

Not that Silent Möbius doesn’t have moments of eyeball-rolling stupidity. Asamiya saddled his characters with borderline stripper names, for example: who but an adult entertainer would choose a name like “Rally Cheyenne” or “Katsumi Liqueur”? (Worse still: Katsumi’s father was Gilgelf Liqueuer, a name best suited for a drunken Hobbit.) Then, too, the series’ rather complicated mythology isn’t well explained; it’s the kind of universe where some characters kill aliens by drawing pentagrams on the ground while others use bazookas. And the cheesecake… sigh. I often had the sinking feeling that Asamiya was secretly auditioning to do a Pirelli Tire calendar with his frequent images of semi-naked women in provocative poses.

Costume failures and panty shots aside, I enjoyed the first volume of Silent Möbius well enough to continue with the series. It’s a fun, escapist romp that occasionally takes itself a little too seriously, but never bogs down in its own ridiculous mythology.

SILENT MÖBIUS: COMPLETE EDITION, VOL. 1 • BY KIA ASAMIYA • UDON ENTERTAINMENT • 200 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Classic, Kia Asamiya, Post-Apocalyptic Sci-Fi, Silent Moebius, Udon Entertainment

AKIRA, Vol. 1

October 22, 2009 by Katherine Dacey

My first exposure to Katsuhiro Otomo came in 1990, when a college boyfriend insisted that we attend a screening of AKIRA at an artsy theater in the Village. I wish I could say that it had been a transforming experience, one that had awakened me to the possibilities of animation in general and Japanese visual storytelling in particular, but, in fact, I found the film tedious, gory, and self-important. Little did I imagine that I’d be reviewing AKIRA nineteen years later, let alone in its original graphic novel format.

I was pleasantly surprised to discover that Otomo’s epic tale works better on the page than it does on the screen, though it’s easy to see why Otomo felt the lengthy motorcycle chases and fight scenes were swell fodder for a movie. Ditto for the setting: what artist wouldn’t want the chance to rebuild a city as complex and ultra-modern as Tokyo from the ground up?

The story, however, demands the more intimate medium of print, as those chases and fights seem urgent and kinetic on the page, an essential tool for drawing the reader into the story, rather than an opportunity for the animators to dazzle audiences with their technical prowess. The story’s setting works better in print as well; the city feels feels more claustrophobic when rendered in black and white than in color. And the story’s length, too, is a factor; the movie compresses over 2,000 pages of material into two hours, trimming some of the manga’s more interesting subplots and secondary characters in order to accommodate the explosions and high-speed chases, and grossly simplifying the relationship between Tetsuo and Kaneda. As in the movie, neither personality is firmly established before Tetsuo begins morphing from juvenile delinquent to god-like psychopath, yet the manga gives each character more room to be, and not just react. As a result, both seem human and vulnerable, more teenage boys than action figures.

The basic plot has held up well. Its paranoid, don’t-trust-the-military vibe seems as resonant in 2009 as it did when the manga was first released in 1982, as does its message about the devastating consequences of WMDs. Watching China prepare for the Beijing Olympics in 2008 — leveling shanty towns, silencing protests — suggested parallels with AKIRA‘s own Olympic subplot, both in the secrecy surrounding the facilities’ construction and in the government’s adamant denial of citizen opposition to the projects.

The artwork hasn’t aged quite as gracefully as the story; it’s the manga equivalent of a mullet, betraying its early eighties roots. Otomo’s backgrounds and weaponry look liked they’ve been traced from The Star Wars Storybook, exuding the same mixture of sterility and rust that was a hallmark of period science fiction, while his characters have thick bodies and pudgy faces, just like the heroes of Tsukasa Hojo’s manga. Yet it’s hard to deny AKIRA‘s visual appeal. Otomo is one of the few artists who can make a chase or an explosion seem like it’s actually happening on the page, thanks to his ability to convey what I call the “geography” of the scene: how big the space is, how high off the ground it is, how far apart the characters are standing. The sound effects are almost superfluous, as Otomo does such a superb job of showing us how the characters move through the space that one can almost hear the whoosh! and vroom! as they fly past.

If you didn’t finish collecting AKIRA when it was still a Dark Horse property, you can round out your set without compromising its appearance on your shelf; the Kodansha edition is virtually identical, save for the logo on the spine. (No, really: it’s the same translation, same trim size, same cover design, and same price as the 2000 version.) And if you haven’t read it yet? Well, now’s your chance to read one of the medium’s greatest sci-fi epics in a nice, oversized package. Recommended.

Review updated on October 5, 2010.

AKIRA, VOL. 1 • BY KATSUHIRO OTOMO • KODANSHA • RATING: OLDER TEEN (16+) • 368 pp.

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Classic, Katsuhiro Otomo, Kodansha Comics, Post-Apocalyptic Sci-Fi

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