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shojo

The Earl & The Fairy, Vol. 1

April 6, 2012 by Katherine Dacey

Meet Lydia Carlton: she’s a so-called “fairy doctor,” a healer who acts as an intermediary between the spirit and human worlds. The rapid advance of technology in Victorian England has made Lydia’s job obsolete; most people no longer seek magical remedies for their ailments, and view Lydia as a relic of a less enlightened time, someone who steadfastly clings to the belief that she can see and talk to these mischievous folk. Lydia knows better: not only are fairies real, but they continue to wreak havoc with humans, even in an age of railroads, telegraphs, and steam-powered ships.

Lydia’s predicament would make a swell basis for a manga, but her abilities are more a plot contrivance than a central element of the drama — at least in volume one of The Earl & The Fairy. The initial chapters focus on Lydia’s fraught relationship with Edgar Ashenbert, a dashing young man who claims to be descended from the Blue Knight, a legendary warrior. Edgar enlists kidnaps Lydia because he needs someone to help him find the Blue Knight’s sword, the location of which is inscribed on a coin that can only be read by a fairy doctor.

If you’ve read more than five or six shojo manga — or, for that matter, five or six Harlequin romances — you can guess what sort of chap Edgar is: he’s handsome, possessive, and smug, with a tender side that the heroine’s beauty and decency helps reveal. Lydia is a similarly predictable character: she’s feisty and conflicted, simultaneously drawn to and repelled by her captor. Lydia also happens to be one of the duller knives in the Shojo Beat drawer, placing her trust in anyone who approaches her; she’s kidnapped not once but twice in the very first chapter of the story.

For a grumpy old lady like me, stale, silly lead characters would usually be a deal-breaker. The lively supporting cast and lovely artwork, however, drew me into the story, even when Edgar and Lydia’s conversations inspired eyeball rolling and hair pulling. (In later chapters, Edgar narrates his tortured personal history in comic detail — it’s courtship by information dump.)

The best character in The Earl & The Fairy — so far, at least — is Nico, a magical being who assumes the form of a fussy talking cat. On one level, Nico is a standard animal sidekick, providing much-needed comic relief: in one running joke, for example, he bristles with indignation every time he’s served a bowl of milk. (He prefers wine.) On another level, however, Nico is a reader stand-in, giving voice to our frustration with Lydia’s naivete; in essence, it’s like watching a horror movie in which one of the characters says, “Don’t open that door, dude, the killer’s in there.” You don’t say.

Ermine and Raven, a sister-brother duo in Edgar’s employ, also add depth to the cast. Their backstory is pure manga: both were enslaved by a wicked “prince” working out of the sewers of an unnamed American city. After Edgar rescued them, Ermine and Raven became his most devoted servants, waiting on him hand and foot, defending him against enemies, and wooing Lydia on his behalf. To be sure, henchmen/servants are a standard manga type, but Ermine and Raven have enough idiosyncrasies to make them interesting; Ermine, in particular, is an unusual figure, a melancholy cross-dresser who seems caught between the male and female worlds.

The Earl & The Fairy‘s other saving grace is the artwork. The character designs are crisply executed; though none of the characters are especially distinguished looking, artist Ayuko draws elegant, well-proportioned figures that are pleasing to the eye. The settings are rendered with even greater care, capturing the technology and landscapes of mid-nineteenth century England in convincing detail. (Well, minus the ships: when viewed from a distance, they appear to be eighteenth-century sailing vessels, while their interiors suggest a Cunard ocean liner.) Ayuko pays similar attention to lighting; in several nocturnal scenes, she does a fine job of suggesting the meager, irregular quality of candlelight, using delicate crosshatching to mark the boundary between light and shadow.

If the parts of Earl are greater than the whole, it’s still an entertaining series. I don’t know if moody landscapes and talking cats are enough to justify my investment in all four volumes, but I’m certainly willing to read another before declaring this nice-looking romance a dud.

THE EARL & THE FAIRY, VOL. 1 • STORY AND ART BY AYUKO, ORIGINAL CONCEPT BY MIZUE TANI • VIZ MEDIA • 186 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Romance/Romantic Comedy, shojo, shojo beat, VIZ

Adventures in the Key of Shoujo: Sailor Moon, Vol.2

March 20, 2012 by Phillip Anthony Leave a Comment

Pretty Guardian Sailor Moon, Vol. 2 | By Naoko Takeuchi | Published by Kodansha Comics USA | Rated: T, Ages 13+

“Pretty Guardian of Love and Justice in a Sailor Suit! Sailor Moon has arrived!!”

I would be lying if i said I haven’t been looking forward to this review. Specifically, because around fifty pages into this volume we are introduced (reintroduced?) to Sailor Venus, aka Minako Aino, the first Sailor Senshi. Her adventures are chronicled in two volumes of Codename: Sailor V. When she popped up, I had only started on the first volume of Sailor V, so on the advice of a friend, I stopped reading Sailor Moon until such time as I finished Sailor V. Well, I’m glad I did, but I would caution that you don’t need to do the same in order to enjoy the second volume of Sailor Moon. Returning to my original point, the reason I’m looking forward to this volume is that the team building is over, the villains are known, and now we are ready for the real fights to begin.

This volume explores the concept of pre-destiny, particularly in regards to the finding of the Princess and the Legendary Crystal. Turns out that our heroes have done this sort of work before. I will endeavour to explain without ripping the lid off the plot. Usagi finally understands why she’s been thinking the way that she has about Tuxedo Mask, and her worldview is shattered as a result. The team is in the middle of a battle with the Dark Kingdom’s latest flunky, Zoisite, when one of their allies is injured. This causes the Moon Kingdom’s Princess Serenity to appear at which time she displays an enormous amount of energy. When the dust has settled, the team is changed forever and only a trip to the moon with Luna’s and Artemis’ (Sailor Venus’ familiar) help will answer their questions. But even after that clarification, the team is still fighting above their weight. I like how they stay together inside and outside the battlefield. They might be reeling from the blows, but they’re still standing. I can’t help feeling that this is a different fight they face due to Sailor V’s warnings and her emphatic statement that this evil must be destroyed for good. This theory is backed up by what the team learns on the moon. It’s a lot to take in, but Takeuchi keeps things moving fast. About two-thirds into the book there’s a brief respite, but it’s short-lived.

Looking at this from a guy perspective, I would say that I feel for Usagi and Mamoru so badly. They are tentatively trying to find their way toward how they feel about one another, but their intertwined destines keep being thwarted. I get now why people used to say to me that I was too dismissive of the series. For me, as someone who likes to write creatively, I think I understand where Takeuchi might be going with this. The path to true love is never easy in real life, harder in the realm of fiction, and almost impossible when it involves the fate of the world in the balance. So is Mamoru and Usagi’s love doomed to the void? Possibly, but I think the idea behind this volume might be that true love cannot be stopped, merely diverted. Also, if I’m going for broke, I would say the idea behind the first volume would be that big things start with something small and/or you are not as unimportant as you believe yourself to be. But, returning to the story, Takeuchi seems to be saying in this volume that not only are the Senshi going to have to deal with setbacks but also, potentially, casualties as well.

I wonder, though, how meaningful it is for me to write about Sailor Moon, given that I’ve been aware of the title for ten plus years but never really got into it. I am trying to imagine how young girls (and indeed guys) reading this in Japan at the time might have felt. Add to that my differing cultural heritage and the gulf gets wider by the minute. But my quest is not in vain, I hope. Alexandre Dumas wrote more than 150 years ago of the value of friendship with comrades in arms, Gandhi wrote and spoke of the fact that tyrants, while invincible for a time, always fall, and a Canadian filmmaker once commented that there is no fate but what we make for ourselves. The Sailor Senshi face a difficult task but the battles they face are universal and common. They have happened before in reality and fiction, they are happening now, and they will happen again.

Nearly seventy years ago, my grandfather’s brother stood on the beaches of France. He was fighting in a foreign army for a cause he believed in. When the ramps dropped and his squad ran onto the beach, he did so knowing what was asked of him. At a critical moment, however, the enemy directed a heavy machine gun at his squad mates. Without any thought for himself, he stood and took the hail of bullets. I presume that afterwards his squad returned fire. As to how accurate that account is, I have to trust the report my grandfather’s family received. In Sailor Moon, Usagi stands in front of the enemy protecting Tuxedo and her friends and laying down a burst of energy at her opponent. She does so because the thought of losing her friends and the one she loves is too much to bear. It is there that she discovers her inner light and does what it is her heart requires—much like a soldier taking the brunt for his team because the thought of losing his friends and failing his loved ones is too much for him to bear.

It’s funny how 200 pages of printed paper with drawings and letters can stir things in you that you had never considered. The weaknesses of this volume, such as the massive amounts of exposition, the somewhat Jason and the Argonauts-esque level of “Kill! Kill! Kill them all!!” of Queen Beryl and the Dark Kingdom, and the fact we still haven’t seen much character development for the other girls can be negated by the fact this is (or feels like) the opening salvo for the war that’s coming. I suspect it will be fought with the population being unaware, and that makes me appreciate Takeuchi even more as a writer. To fight for people and have them know of your achievement is one thing. It is another to do so without the issuing or request of acknowledgement. The question I pose myself is: would I do the save if the situation called for it? Would you?

As I’ve said, I love the artwork and I can’t fault it. If these pages were pastels or watercolours, I would happily have them on my wall. Just as the first volume has a lot of serene moments this one does too, but now they are happening within the story-building moments and the action scenes. It’s a hard act to follow. The Internet continues to punish me for not discovering Sailor Moon sooner, as original art books by Takeuchi-sensei command higher than normal prices. Even if I weren’t broke, I would still be unable to afford some of them.

There aren’t as many liner notes from the translator this time around. I chalk this up to the pace of the story. Thanks for the crisp job, Kodansha. This volume maintains my high opinion of the series and moves into a new direction. If proof is required of my enjoyment of the series, I start volume three tonight and have ordered volumes four and five. So far my experiment at this shoujo malarkey seems to be working.

Filed Under: Adventures in the Key of Shoujo Tagged With: kodansha, Kodansha Comics, kodansha usa, manga, MANGA REVIEWS, shojo, shoujo

How to Draw Shojo Manga

February 14, 2012 by Katherine Dacey 1 Comment

This slim how-to manual caters to the manga fan who wants to become an artist, but finds the technical aspects of comic creation daunting. “If you’ve ever flipped through a How to Draw Manga book in a bookstore, looked at the pages that explain character design and perspective and thought, ‘I have to learn all this hard stuff to be a manga artist?’ then you are exactly the person who we want to read this book,” the authors cheerfully assert.

The introduction is a little disingenuous, however, as the book assumes a level of artistic fluency on the part of the reader that isn’t reflected in that warmly inviting statement. No novice could use the passages on anatomy or perspective to learn either of these essential drafting skills; the authors don’t break down the process of sketching a body or a three-dimensional space into enough discrete steps for a newcomer to recreate the examples in the book. The same is true for their advice on tools; though the authors provide a detailed catalog of pens, nibs, erasers, templates, blades, and brushes favored by professional artists, the information about how to use these tools presumes that the reader has worked with similar implements.

What How to Draw Shojo Manga does well, however, is introduce novices to the concepts associated with creating sequential art. The authors review the basics, explaining the various types of camera angles and shots, and when they’re most effective; discussing the underlying philosophy behind character designs; and showing how an artist takes a script from words to storyboards to finished product. The book also includes an appendix with practical information about submitting work to contests — obviously less applicable to American readers — as well as strategies for handling criticism; in a thoughtful touch, the authors critique a short story (included in full in the book) so that readers can better appreciate the substance of the editorial comments. Whenever possible, the authors use examples from actual manga to underscore points about character design and layouts; sharp-eyed fans will recognize works from such Hakusensha magazines as Lala, Melody, and Hana to Yume.

The bottom line: How to Draw Shojo Manga won’t turn a greenhorn into Arina Tanemura, but it will help her identify areas of weakness (e.g. poor drafting skills) and provide her with the vocabulary to discuss — and learn more about — the creative process.

Editor’s note: This review was originally included in a Short Takes column from November 2010. When I reorganized my site in January 2012, I created a category for instruction manuals (How to Draw Manga) and decided that this review would be better suited as a stand-alone piece. Look for more how-to reviews in the coming months!

HOW TO DRAW SHOJO MANGA • WRITTEN BY THE EDITORIAL STAFF OF HANA TO YUME, BESSATSU HANE TO YUME, LALA, AND MELODY MAGAZINES • TOKYOPOP • 176 pp. • RATING: TEEN (13+)

Filed Under: Manga Critic Tagged With: How-To, shojo, Tokyopop

How to Draw Shojo Manga

February 14, 2012 by Katherine Dacey

This slim how-to manual caters to the manga fan who wants to become an artist, but finds the technical aspects of comic creation daunting. “If you’ve ever flipped through a How to Draw Manga book in a bookstore, looked at the pages that explain character design and perspective and thought, ‘I have to learn all this hard stuff to be a manga artist?’ then you are exactly the person who we want to read this book,” the authors cheerfully assert.

The introduction is a little disingenuous, however, as the book assumes a level of artistic fluency on the part of the reader that isn’t reflected in that warmly inviting statement. No novice could use the passages on anatomy or perspective to learn either of these essential drafting skills; the authors don’t break down the process of sketching a body or a three-dimensional space into enough discrete steps for a newcomer to recreate the examples in the book. The same is true for their advice on tools; though the authors provide a detailed catalog of pens, nibs, erasers, templates, blades, and brushes favored by professional artists, the information about how to use these tools presumes that the reader has worked with similar implements.

What How to Draw Shojo Manga does well, however, is introduce novices to the concepts associated with creating sequential art. The authors review the basics, explaining the various types of camera angles and shots, and when they’re most effective; discussing the underlying philosophy behind character designs; and showing how an artist takes a script from words to storyboards to finished product. The book also includes an appendix with practical information about submitting work to contests — obviously less applicable to American readers — as well as strategies for handling criticism; in a thoughtful touch, the authors critique a short story (included in full in the book) so that readers can better appreciate the substance of the editorial comments. Whenever possible, the authors use examples from actual manga to underscore points about character design and layouts; sharp-eyed fans will recognize works from such Hakusensha magazines as Lala, Melody, and Hana to Yume.

The bottom line: How to Draw Shojo Manga won’t turn a greenhorn into Arina Tanemura, but it will help her identify areas of weakness (e.g. poor drafting skills) and provide her with the vocabulary to discuss — and learn more about — the creative process.

Editor’s note: This review was originally included in a Short Takes column from November 2010. When I reorganized my site in January 2012, I created a category for instruction manuals (How to Draw Manga) and decided that this review would be better suited as a stand-alone piece. Look for more how-to reviews in the coming months!

HOW TO DRAW SHOJO MANGA • WRITTEN BY THE EDITORIAL STAFF OF HANA TO YUME, BESSATSU HANE TO YUME, LALA, AND MELODY MAGAZINES • TOKYOPOP • 176 pp. • RATING: TEEN (13+)

Filed Under: Books, Classic Manga Critic, Manga Critic, REVIEWS Tagged With: How-To, shojo, Tokyopop

Adventures in the Key of Shoujo: Sailor Moon, Vol.1

January 19, 2012 by Phillip Anthony 4 Comments


Pretty Guardian Sailor Moon, Vol. 1 | By Naoko Takeuchi | Published by Kodansha Comics USA | Rated: T, Ages 13+

“I’m… the pretty guardian in a sailor suit! Guardian of love and justice! Sailor Moon!”

Working on a simple premise… (Follow my logic, would you?) If you took a squad of girls, magical powers, tokusatsu-style fighting, and a viciously unassuming story arc and threw them into a blender, what would you get? My-Hime, that’s what. But before My-Hime—before all that—there was Sailor Moon, an archetypal series that influenced the entire genre of magical girls within manga and anime. To this day, Fred Patten states that it introduced the idea of the magical girl team into the medium’s subconscious. The brainchild of artist Naoko Takeuchi, the sheer weight of its importance leans heavily on everything that came after it.

Simply put, the Great Ruler of the Dark Kingdom wants energy leeched from humans and the Legendary Silver Crystal that goes with it. With that, they can rule the world. All that stands between them and success is a small, black cat called Luna (who can talk and has a mark on her head in the shape of a crescent moon) and a team of fourteen-year-old girls who wear exaggerated versions of Japanese school sailor outfits and have magical powers, and whose code names are taken from the names of the planets in the solar system. Leading the team is a complete klutz named Usagi Tsukino who takes on the persona of Sailor Moon. Also into the mix goes Tuxedo Mask, a young man who dresses in a gentleman’s evening attire and wears (you guessed it) a mask. He likes to help Sailor Moon, but he has his own reasons as well. The girls are soldiers (or senshi) in a war against the enemies of love, truth and justice. And so the board is set, the players are moving, and the game can begin.

So why has it taken this long to write the review, seeing as I received the manga over two weeks ago? I think it’s the awe in which the series is held. Sailor Moon has a fanbase that rivals even Dragonball or Evangelion. Dragonball is an interesting title to compare, in terms of its Western audience. For the most part, the perception is that Dragonball found a large male audience and Sailor Moon, a large female audience. I say “perception” because market analysis can only tell you so much. But it’s unfair to label Sailor Moon as Dragonball for girls, as I once did. The two series are worlds apart in their execution, tone and setting. Yet, I cannot discount the idea that each gender can find something in both stories that resonates with them.

My failing was that I decided that girls could like Dragonball but boys couldn’t like Sailor Moon, because there was nothing there for them to latch onto. I think what set me on that foolish path was the God-awful treatment that Sailor Moon received at the hands of DIC Entertainment when the animated version of the story came to European English-speaking shores. DIC made it sound like the most girly of enterprises (something no self-respecting angsty teenager would be caught dead liking), where the girls were all airheads and the villains were dead simple. The show was never going to attract a boy who had grown up with He-Man. It was not going to happen for me. And so, I ignored it.

But the fanbase, as I’ve said, is relentless. Every time you look at cosplayers, someone is dressed as Sailor Moon. So I would speak with people who talked about the story as if it was manna from Heaven. They ranged from cosplayers who said the series was their gateway into anime, to those who had been reading the manga since the 1990s TOKYOPOP editions. Interestingly, the anime breaking into North America is credited by many as the event that destroyed the grip the male, 15-25 demographic had on driving anime sales in America since the 1980s. Today, the market leans more heavily toward female fans than male fans of anime, manga, and J-Culture, so it’s a testament to the series that it had and still has that effect on the fans.

Still, I’m confused about Sailor Moon. Mostly because I cannot figure out where Takeuchi is going with it in this first volume, or indeed if she’s got some kind of plan going even here in the opening act. On the surface, Usagi is a airhead more concerned with being a girly girl, hanging out with her friends, and playing video games at the local arcade than entertaining the notion that she should be doing anything to save the world. Even when she accepts being Sailor Moon, she still doesn’t want to be put into scary situations by Luna. It makes for a nice intro to the character for whom we will ostensibly be rooting for the next however many volumes. The spoken-diary entries that Usagi has are something to behold. She tells us every single time a new chapter starts who she is, where she is from, what recently happened, and what is happening now. I know that this is because of the fact that Sailor Moon was serialized in Nakayoshi Magazine—to keep new readers in the loop, Takeuchi wrote those in—but the aftereffect is that Usagi comes across as even more bubbly, and this is a good thing.

The tone of the fight that the Sailors are in and the opposition that the author sets is one of innocence that can only be derived from a teenager’s perspective. When I was 14, the people who had it in for me in school wanted to beat me up and throw water over me, but they didn’t want me dead. For all the Dark Kingdom’s mwah-ha-ha-ha and general evilness, I cannot take them seriously. They are defeated by a dunderhead every single time. Then the dunderhead gets her own team of crack commandos and the bad guys get trounced, again and again, by a bunch of fourteen-year-olds who only got their powers recently. Even when they are vanquished, the villains treat it like “Bah! Another setback!”

Some people would argue that Sailor Moon has a lot of evidence of plot conveniences for the sake of convenience; I counter the argument because the same evidence is rather exculpatory in nature. To explain, while I want to say that the whole “You are destined to become a team of magical fighting girls!” thing is a little too convenient, the truth is that’s how all good quest stories start and since I don’t really have a problem with them, I don’t have a really big problem with Sailor Moon doing it, either. So the girls are destined to be a team of superheroes not because they were destined to be so, but because Luna had been keeping an eye on all of them. The same can be said for the items that the senshi use to defeat the forces of darkness. Usagi, we have established, plays video games at the arcade. She gets prizes every time she gets a high score. These items look very suspicious and don’t look like the usual tat, if you get my meaning. However, throughout this smoke-and-mirrors routine I can see a kind of epic gathering of heroes (the girls being recruited) and figures of cruelty and infamy (Dark Kingdom’s minions) moving around and cannot wait to see what happens next.

Artwork-wise, I cannot say enough good things about it. From Usagi’s transformation sequence to Luna’s little interstitial at the start of one of the chapters telling us who’s in the team, its biographical details and any allies and enemies, the art is really sweet and genuine to look at. Graceful and elegant, it still has its quick thumbnail drawings of our heroes and heroines to speed us through a page. There are real examples in the pages that Takeuchi is using mise-en-scène* to build a colorful and coherent stage that her actors are moving around. The whirling fog that surrounds our heroes when the enemy has the upper hand or when the senshi reveal to the villain (and, by extension, the audience) their power and become light-filled are but two such examples. The moments of tranquility when Tuxedo Mask dances with and around Sailor Moon are wonderful. Even as a battle-hardened, knowledgeable young man of 30, I can understand the feeling of falling for someone and feeling like the whole world stopped for that moment. Takeuchi gives her leads a distinctive look and you’d never confuse one Sailor Senshi for another, even in their uniforms. Plus, she never makes the fact that they dress in sailor outfits into something crass. With the supporting cast it’s a little more difficult to keep an eye on who’s who but I don’t mind that so much at this point, as they don’t contribute much.

It’s interesting, both in terms of storytelling and, of course, artwork, to see the different types of girls who get recruited into being Sailor Senshi become staples of magical girl stereotypes. There’s the ditzy girl, the smart girl, and the girl who works at the shrine. I don’t doubt that I’ll see even more types emerge as the series goes on. While Sailor Moon didn’t invent these types for the most part, it perfected them. The chief bad guys are also designed this way: they have been around before but never in this context and setting. The more I reread this volume, the more I wonder if I’ve been wrong about a great number of shows and manga that I’ve passed by simply by having a prejudiced opinion. As an aside, the translation by William Flanagan is spot-on and I’m, as always, grateful for the liner notes at the back to make sense of the nuances within Japanese culture.

Ultimately, Sailor Moon works because you get swept up by the story. The idea of battling evil-doers over rooftops or in exotic locations with brave allies and with nothing more than the power you have inside of you is something we know from when we were little and read fairy tales. Later we dismiss such stories as mere whimsy. Usagi and her friends are living in a fairy tale and I can and will wholeheartedly continue to embrace this whimsy for as long as it lasts.

* Mise-en-scène is a French term which literally means “placing on stage” and refers to the art of placing elements (actors, props, sets, lighting) in front of the viewer in order to immerse them in the story. Where the actors are placed within a scene and how they move in the scene are also elements within mise-en-scène.

Review copy bought by reviewer

Filed Under: Adventures in the Key of Shoujo, MANGA REVIEWS, REVIEWS Tagged With: kodansha, Kodansha Comics, kodansha usa, manga, shojo

A Devil and Her Love Song, Vol. 1

January 15, 2012 by Katherine Dacey 12 Comments

Maria Kawai, heroine of A Devil and Her Love Song, is a cool customer. Not only is she beautiful, talented, and smart, she’s also tough — so tough, in fact, that she was expelled from a hoity-toity Catholic school for beating up a teacher. Her blunt demeanor further cements her bad-girl impression; within minutes of enrolling at a new high school, she antagonizes all the girls in her class with a few sharp observations about their behavior. Only two boys — Yusuke, a cheerful, popular student who avoids conflict at all costs, and Shin, a moody outsider — try defending Maria from her peers’ nasty comments and pranks.

So far, so good: Maria is spiky and complicated, a truth-teller who lacks the ability to censor herself, even though she’s aware of the potential consequences of speaking her mind. Throughout volume one, there are some wonderful comic moments as Maria struggles to put a “lovely spin” — Yusuke’s term — on her acid comments. Alas, Maria’s sideways head-tilt and doe-eyed gaze look more sinister than cute; not since Kazuo Umezu’s Scary Book has a manga-ka made a doll-like character look so thoroughly menacing, even when superimposed atop a backdrop of flowers and sparkles.

Having created such a vivid character, however, Miyoshi Tomori isn’t sure where to go with the story. In several scenes, Maria does things that contradict what we know about her: would someone as perceptive as Maria willingly attend a party hosted by the class mean girls, especially after they’d harassed her on a daily basis? And why would someone as outspoken as Maria refrain from pointing out her teacher’s judgmental behavior — especially when it’s plainly obvious to both the characters in the story and the reader? These kind of abrupt reversals might make sense if we knew more about Maria’s past, but at this stage in the story, they feel more like authorial floundering than a conscious revelation of character.

From time to time, however, Tomori convincingly hints at Maria’s softer side. Midway through volume one, for example, Maria makes tentative overtures towards Tomoya “Nippachi” Kohsaka, a fellow bullying victim. (“Nippachi” means “twenty-eight,” and is a mean-spirited reference to Tomoya’s poor academic performance.) That scene is both sad and real; anyone who’s ever seen two ostracized kids turn their classmates’ scorn on one another will immediately appreciate the dynamic between Maria and Nippachi. Maria’s exchanges with Shin, too, reveal a different side of her personality; though the pair frequently engage in the kind of rapid, antagonistic banter that’s de rigeur for romantic comedies, their quieter conversations suggest a grudging mutual respect.

Maria’s interactions with Nippachi and Shin fill me with hope that A Devil and Her Love Song will find its footing in later chapters. If Tomori can find a way to reveal Maria’s fundamental decency without compromising her heroine’s tart, outspoken personality, A Devil and Her Love Song will be a welcome addition to the Shojo Beat catalog, an all-too-rare example of a story in which the heroine isn’t the least bit concerned with being nice or popular. If Tomori can’t, Devil runs the risk of devolving into a YA Taming of the Shrew, with Shin (or, perhaps, Yosuke) playing Petruchio to Maria’s Katherina.

Review copy provided by VIZ Media, LLC. Volume one will be released February 7, 2011.

A DEVIL AND HER LOVE SONG, VOL. 1 • BY MIYOSHI TOMORI • VIZ MEDIA • 200 pp. • RATING: TEEN (13+)

Filed Under: Manga Critic Tagged With: shojo, shojo beat, VIZ

A Devil and Her Love Song, Vol. 1

January 15, 2012 by Katherine Dacey

Maria Kawai, heroine of A Devil and Her Love Song, is a cool customer. Not only is she beautiful, talented, and smart, she’s also tough — so tough, in fact, that she was expelled from a hoity-toity Catholic school for beating up a teacher. Her blunt demeanor further cements her bad-girl impression; within minutes of enrolling at a new high school, she antagonizes all the girls in her class with a few sharp observations about their behavior. Only two boys — Yusuke, a cheerful, popular student who avoids conflict at all costs, and Shin, a moody outsider — try defending Maria from her peers’ nasty comments and pranks.

So far, so good: Maria is spiky and complicated, a truth-teller who lacks the ability to censor herself, even though she’s aware of the potential consequences of speaking her mind. Throughout volume one, there are some wonderful comic moments as Maria struggles to put a “lovely spin” — Yusuke’s term — on her acid comments. Alas, Maria’s sideways head-tilt and doe-eyed gaze look more sinister than cute; not since Kazuo Umezu’s Scary Book has a manga-ka made a doll-like character look so thoroughly menacing, even when superimposed atop a backdrop of flowers and sparkles.

Having created such a vivid character, however, Miyoshi Tomori isn’t sure where to go with the story. In several scenes, Maria does things that contradict what we know about her: would someone as perceptive as Maria willingly attend a party hosted by the class mean girls, especially after they’d harassed her on a daily basis? And why would someone as outspoken as Maria refrain from pointing out her teacher’s judgmental behavior — especially when it’s plainly obvious to both the characters in the story and the reader? These kind of abrupt reversals might make sense if we knew more about Maria’s past, but at this stage in the story, they feel more like authorial floundering than a conscious revelation of character.

From time to time, however, Tomori convincingly hints at Maria’s softer side. Midway through volume one, for example, Maria makes tentative overtures towards Tomoya “Nippachi” Kohsaka, a fellow bullying victim. (“Nippachi” means “twenty-eight,” and is a mean-spirited reference to Tomoya’s poor academic performance.) That scene is both sad and real; anyone who’s ever seen two ostracized kids turn their classmates’ scorn on one another will immediately appreciate the dynamic between Maria and Nippachi. Maria’s exchanges with Shin, too, reveal a different side of her personality; though the pair frequently engage in the kind of rapid, antagonistic banter that’s de rigeur for romantic comedies, their quieter conversations suggest a grudging mutual respect.

Maria’s interactions with Nippachi and Shin fill me with hope that A Devil and Her Love Song will find its footing in later chapters. If Tomori can find a way to reveal Maria’s fundamental decency without compromising her heroine’s tart, outspoken personality, A Devil and Her Love Song will be a welcome addition to the Shojo Beat catalog, an all-too-rare example of a story in which the heroine isn’t the least bit concerned with being nice or popular. If Tomori can’t, Devil runs the risk of devolving into a YA Taming of the Shrew, with Shin (or, perhaps, Yosuke) playing Petruchio to Maria’s Katherina.

Review copy provided by VIZ Media, LLC. Volume one will be released February 7, 2011.

A DEVIL AND HER LOVE SONG, VOL. 1 • BY MIYOSHI TOMORI • VIZ MEDIA • 200 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: shojo, shojo beat, VIZ

Dawn of the Arcana, Vol. 1

November 19, 2011 by Katherine Dacey 15 Comments

“Today, I belong to the enemy” — so begins Dawn of the Arcana, a medieval fantasy in which a feisty princess marries into a neighboring country’s royal family. Nakaba characterizes herself as “a lamb,” sacrificed by her people to help two warring kingdoms maintain a fragile peace. Her husband, the handsome but insolent Prince Caesar, initially snubs his new wife; not only does she have red hair — a commoner’s color — but she also flouts palace conventions, wearing the traditional dress of her homeland, employing a male Ajin (humanoid) as her valet, and excoriating Caesar in front of his servants.

Adding fuel to this combustible situation are Caesar’s mother, a Lady Macbeth figure who urges her son to seek the throne; King Guran, her husband; Cain, Caesar’s half-brother; and Louise, Cain’s flirty fiancee. Nakaba is keenly aware of their contempt for her, and struggles to maintain her composure as they openly mock her and threaten her faithful servant Loki. Though Loki is devoted to his mistress, he, too, poses a danger to Nakaba, as he quickly antagonizes Caesar and Guran with his impulsive behavior….

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Filed Under: Manga Critic Tagged With: Rei Toma, shojo, shojo beat, VIZ

Dawn of the Arcana, Vol. 1

November 19, 2011 by Katherine Dacey

“Today, I belong to the enemy” — so begins Dawn of the Arcana, a medieval fantasy in which a feisty princess marries into a neighboring country’s royal family. Nakaba characterizes herself as “a lamb,” sacrificed by her people to help two warring kingdoms maintain a fragile peace. Her husband, the handsome but insolent Prince Caesar, initially snubs his new wife; not only does she have red hair — a commoner’s color — but she also flouts palace conventions, wearing the traditional dress of her homeland, employing a male Ajin (humanoid) as her valet, and excoriating Caesar in front of his servants.

Adding fuel to this combustible situation are Caesar’s mother, a Lady Macbeth figure who urges her son to seek the throne; King Guran, her husband; Cain, Caesar’s half-brother; and Louise, Cain’s flirty fiancee. Nakaba is keenly aware of their contempt for her, and struggles to maintain her composure as they openly mock her and threaten her faithful servant Loki. Though Loki is devoted to his mistress, he, too, poses a danger to Nakaba, as he quickly antagonizes Caesar and Guran with his impulsive behavior.

As predictable as the plot may be — would you be surprised to learn that Caesar soon becomes smitten with his ginger-haired bride? — Dawn of the Arcana proves engaging nonetheless, a heady mixture of palace intrigue and romance. Nakaba, in particular, is a winning heroine: she’s tough and principled, but savvy enough to appease Caesar and his family when it suits her own agenda. (Early in volume one, for example, Nakaba slaps Loki after a tense stand-off between the prince and the valet, telling Loki, “Disciplining my husband is my duty!”) Nakaba’s enemies are two-dimensional at best, but each displays a Joan Collinesque flair for making Nakaba’s life miserable, spitting out their lines with gusto. (“You look wretched!” the queen exclaims upon seeing Nakaba in her people’s native costume. “Typical red-hair!”)

What gives Dawn of the Arcana its real dramatic juice, however, is the way in which Rei Toma draws parallels between Nakaba’s situation and everyday teenage experience. Anyone who’s ever transferred to a new school, run the gauntlet of a junior high school cafeteria, or been hassled for wearing the “wrong” clothes will immediately recognize herself in Nakaba’s shoes. Sitting at a royal banquet, for example, Nakaba squirms under the withering stares of her new subjects. “I can feel it,” she thinks. “The hatred. The curiosity. The sneers.” In an added note of realism, Toma depicts Caesar as two-faced, the sort of fair-weather friend who openly mocks Nakaba in public — where nasty comments score points with his family —while privately acknowledging her sincerity and courage.

If I had any criticism of Arcana, it’s that the artwork is unimaginative. The character designs are attractive, with careful attention to costumes and hairstyles, but lack personality; I’d have difficulty distinguishing Rei Toma’s work from other popular shojo manga artists’. The minimalist backgrounds are likewise disappointing, doing little to situate the story in a particular time or place. Perhaps that’s a deliberate decision on Toma’s part, an attempt to make Nakaba’s story seem more universal. Given the sloppiness with which the establishing shots are rendered, however, it seems more likely that architectural details and landscapes aren’t her forte.

Still, that’s a minor criticism of an engaging story — one that benefits from a terrific premise, an intelligent heroine, and a supporting cast that wouldn’t be out of place in a juicy historical soap opera like Rome or The Tudors. Recommended.

Review copy provided by VIZ Media, LLC.

DAWN OF THE ARCANA, VOL. 1 • BY REI TOMA • VIZ • 192 pp. • RATED: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: Rei Toma, shojo, shojo beat, VIZ

X, Vol. 1

October 16, 2011 by Katherine Dacey 19 Comments

As a child of the 1970s, I appreciate a good disaster flick, whether the devastation is local or global, natural or man-made. There’s something immensely satisfying about watching the world go up in flames, only to walk outside the theater and be reassured by the presence of stop lights, busses, coffee shops, and pedestrians going about their business. Small wonder, then, that I adored CLAMP’s X back in 2003. Not only did it have an impossibly large cast of attractive characters, it also boasted awesome scenes of destruction — scenes worthy of a Hollywood blockbuster.

When VIZ announced that it would be reissuing X in a deluxe edition, however, I had misgivings about the project: would the apocalypse be as good the second time around?

In 2003, I’d swooned over the illustrations, re-read favorite scenes, and marveled at the fact that all the characters dressed like refugees from a 1980s music video. Though my inner snob normally disdained anything so purple, I secretly loved the all-caps dialogue, the swirling lines and wind-swept hairdos, and the melodramatic death scenes, not to mention the eerie, post-apocalyptic dream sequences that were sprinkled throughout the series. X read like a hybrid of The Seventh Sign (not to be confused with The Seventh Seal, a much classier flick), Götterdämmerung, and Captain EO, and I couldn’t get enough of it.

At the time I was collecting X, I hadn’t read much else, save a handful of manga by CLAMP and Rumiko Takahashi. The very qualities that drew me to X — angstful conversations, tortured characters — soon had the opposite effect on me: I started to avoid comics in which the emotional volume was cranked up to eleven on every page, as I found them exhausting, the manga equivalent of Tristan and Isolde. Re-reading Tokyo Babylon, for example, I was mortified by my initial enthusiasm for the story, which now seemed hopelessly overripe to me; not since I’d re-read The Lion, The Witch, and The Wardrobe had I been so disappointed by a favorite text.

Revisiting X proved a more rewarding experience, though the series’ structural flaws were more readily apparent on a second reading. The dialogue, for example, is often unintentionally hilarious: bystanders comment on the main characters, helpfully telling us how wonderful they are (“Last week, he saved my son from drowning in the river,” one anonymous mother says of Fuma), while the main characters introduce themselves to one another as if they’re networking, not preparing to kill each other. (Sample: “The name’s Sorata Arisugawa! A cute ‘n’ fun-lovin’ high school senior!” “Allow me to return the favor. I am Yuto Kigai. A humble public servant in the local ward office.”) Kotori, the first major female character to be introduced, embodies the Mary Sue concept to a tee; not only is she beautiful, kind, and long of hair, but she’s also very delicate, beset with a heart so weak that she collapses whenever someone frowns. More amusing still are the characters who materialize at the very moment they’re needed: witness the introduction of Tokiko Magami, a school nurse who just so happens to be Kamui’s sole surviving relative, and a fount of information about Kamui’s mother.

Yet these moments of narrative clumsiness are overpowered by the sheer force of the imagery. The battle scenes are kinetic and violent, as characters leap across rooftops, level buildings, and plunge their swords into one another; few licensed shojo or shonen titles can match the gory zest with which CLAMP executes these moments of hand-to-hand combat. The dream sequences, too, are shockingly graphic: characters are dismembered, crucified, impaled, and engulfed in flames, often right before their loved ones’ eyes. Though these images teeter on the brink of kitsch — in one dream, Kamui cradles Kotori’s severed head in his arms — they underscore one of the series’ most important points: sacrifice and loss are a fundamental part of becoming an adult, whether that sacrifice means leaving one’s family (as Sorata and Lady Arashi have done) or losing them (as Kamui, Fuma, and Kotori do in the early chapters of the manga).

The series’ other major theme — that humans are poor stewards of Mother Earth — is less successfully illustrated; three volumes in, it still isn’t clear what, exactly, the Seven Seals are charged with doing: preventing nuclear war? staving off pollution? protecting spotted owls? What will happen if the Seals fail, however, is evocatively rendered; CLAMP draws a post-apocalyptic Tokyo worthy of Katsuhiro Otomo, a landscape of twisted skyscrapers and rotting corpses slowly engulfed by sand dunes.

The fact that these images appeared in Monthly Asuka and not Young Magazine is what makes X so remarkable: it may not be the best shojo fantasy ever written, but it certainly is one of the bloodiest, a fierce, angry blast of emotion that scorches everything in its path. I hesitate to suggest that X‘s body count is an achievement, but it is sharp and welcome rebuke to the idea that female readers strongly prefer conversation and character development to butt-kicking and carnage. Count me in for volume two.

Review copy provided by VIZ Media, LLC.

X, VOL. 1 • BY CLAMP • VIZ MEDIA • 580 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga Critic Tagged With: clamp, shojo, VIZ, X/1999

X, Vol. 1

October 16, 2011 by Katherine Dacey

As a child of the 1970s, I appreciate a good disaster flick, whether the devastation is local or global, natural or man-made. There’s something immensely satisfying about watching the world go up in flames, only to walk outside the theater and be reassured by the presence of stop lights, busses, coffee shops, and pedestrians going about their business. Small wonder, then, that I adored CLAMP’s X back in 2003. Not only did it have an impossibly large cast of attractive characters, it also boasted awesome scenes of destruction — scenes worthy of a Hollywood blockbuster.

When VIZ announced that it would be reissuing X in a deluxe edition, however, I had misgivings about the project: would the apocalypse be as good the second time around?

In 2003, I’d swooned over the illustrations, re-read favorite scenes, and marveled at the fact that all the characters dressed like refugees from a 1980s music video. Though my inner snob normally disdained anything so purple, I secretly loved the all-caps dialogue, the swirling lines and wind-swept hairdos, and the melodramatic death scenes, not to mention the eerie, post-apocalyptic dream sequences that were sprinkled throughout the series. X read like a hybrid of The Seventh Sign (not to be confused with The Seventh Seal, a much classier flick), Götterdämmerung, and Captain EO, and I couldn’t get enough of it.

At the time I was collecting X, I hadn’t read much else, save a handful of manga by CLAMP and Rumiko Takahashi. The very qualities that drew me to X — angstful conversations, tortured characters — soon had the opposite effect on me: I started to avoid comics in which the emotional volume was cranked up to eleven on every page, as I found them exhausting, the manga equivalent of Tristan and Isolde. Re-reading Tokyo Babylon, for example, I was mortified by my initial enthusiasm for the story, which now seemed hopelessly overripe to me; not since I’d re-read The Lion, The Witch, and The Wardrobe had I been so disappointed by a favorite text.

Revisiting X proved a more rewarding experience, though the series’ structural flaws were more readily apparent on a second reading. The dialogue, for example, is often unintentionally hilarious: bystanders comment on the main characters, helpfully telling us how wonderful they are (“Last week, he saved my son from drowning in the river,” one anonymous mother says of Fuma), while the main characters introduce themselves to one another as if they’re networking, not preparing to kill each other. (Sample: “The name’s Sorata Arisugawa! A cute ‘n’ fun-lovin’ high school senior!” “Allow me to return the favor. I am Yuto Kigai. A humble public servant in the local ward office.”) Kotori, the first major female character to be introduced, embodies the Mary Sue concept to a tee; not only is she beautiful, kind, and long of hair, but she’s also very delicate, beset with a heart so weak that she collapses whenever someone frowns. More amusing still are the characters who materialize at the very moment they’re needed: witness the introduction of Tokiko Magami, a school nurse who just so happens to be Kamui’s sole surviving relative, and a fount of information about Kamui’s mother.

Yet these moments of narrative clumsiness are overpowered by the sheer force of the imagery. The battle scenes are kinetic and violent, as characters leap across rooftops, level buildings, and plunge their swords into one another; few licensed shojo or shonen titles can match the gory zest with which CLAMP executes these moments of hand-to-hand combat. The dream sequences, too, are shockingly graphic: characters are dismembered, crucified, impaled, and engulfed in flames, often right before their loved ones’ eyes. Though these images teeter on the brink of kitsch — in one dream, Kamui cradles Kotori’s severed head in his arms — they underscore one of the series’ most important points: sacrifice and loss are a fundamental part of becoming an adult, whether that sacrifice means leaving one’s family (as Sorata and Lady Arashi have done) or losing them (as Kamui, Fuma, and Kotori do in the early chapters of the manga).

The series’ other major theme — that humans are poor stewards of Mother Earth — is less successfully illustrated; three volumes in, it still isn’t clear what, exactly, the Seven Seals are charged with doing: preventing nuclear war? staving off pollution? protecting spotted owls? What will happen if the Seals fail, however, is evocatively rendered; CLAMP draws a post-apocalyptic Tokyo worthy of Katsuhiro Otomo, a landscape of twisted skyscrapers and rotting corpses slowly engulfed by sand dunes.

The fact that these images appeared in Monthly Asuka and not Young Magazine is what makes X so remarkable: it may not be the best shojo fantasy ever written, but it certainly is one of the bloodiest, a fierce, angry blast of emotion that scorches everything in its path. I hesitate to suggest that X‘s body count is an achievement, but it is sharp and welcome rebuke to the idea that female readers strongly prefer conversation and character development to butt-kicking and carnage. Count me in for volume two.

Review copy provided by VIZ Media, LLC.

X, VOL. 1 • BY CLAMP • VIZ MEDIA • 580 pp. • RATING: OLDER TEEN (16+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: clamp, shojo, VIZ, X/1999

Codename: Sailor V, Vol. 1

October 13, 2011 by Katherine Dacey 4 Comments

Do you remember Wonder Woman? From an adult perspective, the show was dreadful, marred by ham-fisted scripts, low-budget special effects, campy plotlines, and wooden performances. From a child’s perspective, however, Wonder Woman was magical: the heroine had a secret identity, wore a cool crime-fighting outfit complete with nifty, crime-fighting accessories, and fought bad buys. Better still, she could transform from civilian to superhero by extending her arms and twirling a few times, a transformation made even more dramatic by a blinding flash of light and a musical flourish on the soundtrack.

Codename: Sailor V irresistibly reminded me of the old Wonder Woman show. Judged by adult standards, it’s repetitive, hokey, and poorly drawn; judged by a child’s standards, however, it’s an appealing fantasy in which an ordinary girl can assume a new, powerful identity in order to defeat bullies, robbers, and aliens who like to impersonate idols. (More on that in a minute.)

Sailor V follows a well-established shojo template in which a seemingly ordinary girl discovers her true identity as a soldier, priestess, or princess. For perky tomboy Minako Aino, her alter ego is Sailor Venus, a glamorous, sailor-suited warrior tasked with protecting the Earth from the Dark Agency, a nefarious band of aliens using the entertainment industry to enslave humanity. With the aid of Artemis, a talking cat, Minako begins mastering her two secret weapons: a magical pen and a crescent-shaped compact, both of which enable her to overwhelm opponents with the light of truth….

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Filed Under: Manga Critic Tagged With: kodansha, Magical Girl, Naoko Takeuchi, sailor moon, shojo

Codename: Sailor V, Vol. 1

October 13, 2011 by Katherine Dacey

Do you remember Wonder Woman? From an adult perspective, the show was dreadful, marred by ham-fisted scripts, low-budget special effects, campy plotlines, and wooden performances. From a child’s perspective, however, Wonder Woman was magical: the heroine had a secret identity, wore a cool crime-fighting outfit complete with nifty, crime-fighting accessories, and fought bad buys. Better still, she could transform from civilian to superhero by extending her arms and twirling a few times, a transformation made even more dramatic by a blinding flash of light and a musical flourish on the soundtrack.

Codename: Sailor V irresistibly reminded me of the old Wonder Woman show. Judged by adult standards, it’s repetitive, hokey, and poorly drawn; judged by a child’s standards, however, it’s an appealing fantasy in which an ordinary girl can assume a new, powerful identity in order to defeat bullies, robbers, and aliens who like to impersonate idols. (More on that in a minute.)

Sailor V follows a well-established shojo template in which a seemingly ordinary girl discovers her true identity as a soldier, priestess, or princess. For perky tomboy Minako Aino, her alter ego is Sailor Venus, a glamorous, sailor-suited warrior tasked with protecting the Earth from the Dark Agency, a nefarious band of aliens using the entertainment industry to enslave humanity. With the aid of Artemis, a talking cat, Minako begins mastering her two secret weapons: a magical pen and a crescent-shaped compact, both of which enable her to overwhelm opponents with the light of truth.

What distinguishes Sailor V from other magical girl manga is Minako’s can-do spirit. Minako may flunk math quizzes and miss homeroom, but when the fate of the Earth hangs in the balance, she embraces her responsibility with cheerful resolve. “I feel liberated! I’m overflowing with power!” she declares after her first successful mission. Even when the missions fall into a predictable pattern, Minako’s enthusiasm and competence prove irresistible: she delivers high-flying kicks with graceful precision, discovers new powers in the heat of battle, scolds evil-doers for evading the tax code (no, really), and experiments with different personae. (In one story, she transforms into a handsome male idol; in another, she poses as a military commando.)

Put simply, Minako kicks butt and has fun doing it.

I’m less enthusiastic about the artwork, which is a riot of busy screentones, arm-flapping chibis, and noseless characters. The visual flow is often choppy, with abrupt shifts in perspective and setting that can disorient the reader. The character designs, too, leave something to be desired, as the villains all have blank, doll-like faces and enormous foreheads, while Minako and her friends have saucer-shaped eyes. Only the fight scenes are well executed; using undulating lines and balletic poses, Takeuchi does a fine job of distinguishing Minako from Sailor V, showing us how a plucky teen transforms into a strong young woman.

And therein lies the key Codename: Sailor V‘s appeal: the series allows young girls to try on a grown-up persona, to imagine what it might be to like to be a strong, smart, and capable woman who’s free to realize her full potential. At the same time, however, Sailor V honors a young girl’s ideas of femininity, recognizing that it’s perfectly possible to save the day while wearing a cute outfit. Small wonder, then, that the Sailor Moon franchise proved so popular among young girls on both sides of the Pacific: who wouldn’t want to be a princess and a warrior?

CODENAME: SAILOR V, VOL. 1 • BY NAOKO TAKEUCHI • KODANSHA COMICS USA • 272 pp. • RATING: TEEN (13+)

Filed Under: Manga, Manga Critic, REVIEWS Tagged With: kodansha, Magical Girl, Naoko Takeuchi, sailor moon, shojo

Magic Knight Rayearth, Vol. 1

July 22, 2011 by Katherine Dacey 24 Comments

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

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

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

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

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

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

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

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

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

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

Magic Knight Rayearth, Vol. 1

July 22, 2011 by Katherine Dacey

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

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

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

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

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

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

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

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

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

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

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