Cross Game 1 by Mitsuru Adachi: A-

When the first volume of Cross Game arrived at my house, I’m pretty sure my exact words were, “Eee!” Happily, I liked it every bit as I thought I would.

The back cover really says it best: “Cross Game is a moving drama that is heartfelt and true, yet in the brilliant hands of manga artist Mitsuru Adachi, delightfully flows with a light and amusing touch. The series centers around a boy named Ko, the family of four sisters who live down the street and the game of baseball. This poignant coming-of-age story will change your perception of what shonen manga can be.”

Warning: it’s impossible to discuss one of the nicest aspects of this series without revealing a major spoiler. Proceed at your own risk.

The first of the three volumes of Cross Game that VIZ has bundled together in an attractive omnibus serves as a prologue, of sorts. We meet protagonist Ko Kitamura when he’s in fifth grade, a mischievous and lazy kid whose parents run a sporting goods shop. Nearby, Mr. Tsukishima runs a batting center and his four daughters are a part of Ko’s life, though none more so than sunny Wakaba, who was born the same day as Ko and who alone has the power to motivate him. She’s a very special girl, with a knack for befriending other kids despite their appearance or reputation; the influence her acceptance has on her classmate Akaishi, commonly regarded as somewhat of a hoodlum, is destined to be lifelong.

Tragedy strikes at swimming camp when Wakaba attempts to save someone else and ends up drowning herself. Despite her physical absence from the story after this point, Wakaba’s presence remains a palpable one. As the story jumps ahead four years, we find Ko still continuing to perform the daily workout he promised her he would do as a means of improving his baseball skills and Akaishi leading the junior high baseball team (and staying out of trouble). Ko hasn’t joined the team because of some jerks that were on it when he was a first year, but once Akaishi tells him that on the last morning of her life, Wakaba passed by his parents’ store and mentioned that she’d dreamed about Akaishi and Ko going to Koshien together, he begins training without another word necessary. Ko may be a slacker if left to his own devices, but if it’s something Wakaba wanted, he is going to make sure it becomes reality, no matter what. It’s clear Akaishi feels the same.

The boys move into high school, where the interim principal has hired an unprincipled baseball coach with a good record at Koshien. Ko, Akaishi, and their friend Nakanishi don’t want to play for such a fellow and opt to remain on the junior varsity team; as the volume ends they’re preparing to show up the varsity team in an upcoming scrimmage game. Tying in with this is the sad story of Aoba, Wakaba’s younger sister. Aoba is passionate about baseball and is even the captain of the junior high team. Unfortunately, because she’s a girl she can only ever pitch in practice games and can never be deemed more than a devoted fan. Aoba and Ko clash personally, as well, as she still resents him for the closeness he shared with Wakaba, though it’s clear they’re destined to end up together.

Cross Game is a pretty low-key story that’s part slice-of-life and part sports manga. Typically, the protagonists in the latter don’t have such a touching reason for wanting to excel at their sport, and neither do they feature two guys nurturing a bittersweet memory of the same beloved girl in their hearts. The characters really grow on you—Ko seems a little bratty at first, but shows time and again that he’s a good person, particularly in how he treats Momiji, Wakaba and Aoba’s little sister—and I love that Ko’s two best friends are kind of burly and unattractive. You don’t see that a lot in manga.

I have two minor complaints, but I’ve been given to understand that they’re both common attributes of Mitsuru Adachi’s manga. The first is that some of the character designs—particularly of children—are positively dumpy. Too, a lot of the recurring characters have faces that are difficult to remember, though this is not the case at all for the primary players. Secondly, the fourth wall gets broken all the time. Adachi himself appears and the characters are often shown reading his manga. The story doesn’t take itself too seriously, so this is not as glaring as similar moments in NANA, for example, but I found it kind of irksome all the same.

The second omnibus of Cross Game, this time containing volumes four and five of the original Japanese releases, is due in January. I am looking forward to that scrimmage game—and Ko finally getting to show off his amazing baseball abilities—so much that it isn’t even funny.

Cross Game is published in English by VIZ, who is bundling the seventeen-volume series into eight chunky tomes. This one is comprised of the first three volumes and the others will contain two each.

This review was originally published at Comics Should Be Good.

Review copy provided by the publisher.

Tidbits: Shonen Jumping for Joy

Welcome back to Tidbits, a new feature for shorter reviews! This time I take a look at three continuing series from VIZ’s Shonen Jump imprint. First up, it’s volumes 28-31 of One Piece, followed by volumes 9-12 of Slam Dunk and a single volume (the third) of the aesthetically pleasing Tegami Bachi: Letter Bee.

One Piece 28-31 by Eiichiro Oda: B+
Volumes 28-30 consist almost entirely of fighting, as the forces of the all-powerful “Kami” of Skypiea, Eneru, clash with the Shandians (fighting to regain their lost city), while the Straw Hat pirates (just lookin’ for some gold) are caught in the middle. Eneru, as it turns out, has staged the whole thing as a survival game, and figures that after three hours, only five of the original 81 combatants will survive. After this, we get periodic updates as to how many remain, a device I found strangely satisfying.

Although some of the battles are between characters we’ve never seen before, those encounters are usually brief. While Luffy spends the entirety of volume 29 stuck inside a giant serpent, many of the other Straw Hats get a chance to shine, especially Chopper and Robin, whose battles with Eneru’s minions show off the versatility of their respective powers. Nami, too, gets more experience using her new weapons and Conis, a resident of Skypiea, marshals her courage to defy the Kami and warn the people of his plans to destroy the island. There’s been some discussion lately about manga that passes the Bechdel Test, and these volumes exemplify why One Piece does so with flying colors.

Speaking of Robin, I am liking her more and more. This is the first time we’ve really seen her on her own and though it’s always been evident how intelligent and competent she is, it’s nice to see she’s also trustworthy and kind of a badass. She’s generally reserved but is passionate about archaeology, and through her we begin to get hints about a 100-year gap in the history of the world, something that could turn out to be huge. At one point she references “the unspoken history that the land below has ceased to talk about,” and later discovers that Shandora “fought against the enemy.” Thirty volumes in and we’re just starting something so big and potentially awesome? Oda, I think I love you.

After Eneru puts in motion his plan to destroy Skypiea, a mass exodus of its residents ensues. Volume 31 departs from the present panic to flesh out the history of the island and how it ties in with Mont Blanc Noland. This is actually the best part of the Skypiea arc so far and explains quite a few things while being a durn good story in and of itself. The arc doesn’t quite wrap up here, but now that I fully understand the significance of the golden bell in the city of Shandora, I care a lot more about the outcome than I have done in recent volumes!

Slam Dunk 9-12 by Takehiko Inoue: B+
It takes some willpower not to devour each new release of Slam Dunk, but it’s so immensely satisfying to read multiple volumes back-to-back that the wait is worth it!

Volume nine marks the start of the Kanagawa Prefectural Tournament, in which the Shohoku team is able to take part thanks to Hanamichi’s friends taking responsibility for the on-court brawl that occurred in the previous volume. Shohoku is underestimated at first, but the return of Miyagi and Mitsui to the team—both of whom are greeted with somewhat awed recognition from the crowd—makes them a force to be reckoned with. They progress steadily through the tournament, eventually ending up in the final four against Kainan, a school that has made it to Nationals sixteen years in a row.

Hanamichi is his usual annoying self to begin with, demanding that the ball be passed to him and proclaiming himself a genius at every opportunity. After fouling out in each of the first four games, and after recognizing the skills and strengths of his teammates, he finally realizes that he’s not such hot stuff after all. Despite occasional relapses, this marks a real turning point for Hanamichi, as he is able to accept tutelage more readily and function better as a part of the team. For example, though he originally harbored dreams of outscoring Rukawa, once he makes snagging rebounds his focus instead, he’s able to contribute a great deal to Shohoku’s success. His progress and maturation combined with a slightly more humble attitude go a long way toward making him more likable, and it’s quite touching when he gets his first rousing cheer from the crowd.

Structurally, Slam Dunk is very similar to The Prince of Tennis. Though I love the latter a lot, Slam Dunk is the more exciting read, a fact I’d chalk up to the nature of the sport. In tennis, our lead characters battle either singly or in pairs against their foes, while the rest are relegated to commentary until it’s their turn. Here, all the principle characters are on the court at the same time, which gives more immediacy to the way they’re able to motivate each other. True, the characters in Eyeshield 21 all play simultaneously, too, but because basketball moves at a faster pace than football, the effect here is exhilarating, bordering on addictive.

Unfortunately, there’s no more Slam Dunk due until December! Perhaps I’ll investigate whether Inoue’s more dramatic basketball manga, REAL, can help stave off the cravings.

Tegami Bachi: Letter Bee 3 by Hiroyuki Asada: C+
Tegami Bachi: Letter Bee is the story of Lag Seeing, a twelve-year-old boy who has just become a Letter Bee (government mail carrier) in the perpetually dark country of Amberground, inspired by Gauche Suede, a Letter Bee he met five years ago. Lag had hoped to reunite with Gauche, but after learning that his hero disappeared six months after he last saw him, he meets with Gauche’s sister, Sylvette, and promises to find out what happened to her brother.

Gauche was by far the more interesting of the two characters featured in volume one, so it’s nice to get a few glimpses of him here. These tibits—and the bonus story about reuniting an aging dingo (animal companion) with the Letter Bee he faithfully served—are the best things about the volume. Lag is still not a very interesting protagonist and I’ve grown to pretty much hate his dingo, Niche. I’m sure she’s intended to be comic relief, but the story would be better served by cutting her unfunny antics and devoting that page space to clarifying the narrative, which is still going on and on about the importance of “heart.”

Back in January when I reviewed volume two, I said I’d give Tegami Bachi one more chance to win me over. As problematic as the series continues to be, after what we learn about Gauche’s disappearance and mysterious memory loss in this volume, I can’t imagine myself stopping without learning what happened to him. I don’t think this counts as “won over” so much as “minimally intrigued,” but either way, I’ll probably keep reading.

Review copies for volumes nine, eleven, and twelve of Slam Dunk provided by the publisher.

Bakuman。 2 by Tsugumi Ohba and Takeshi Obata: B+

From the back cover:
Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?

After Moritaka and Akito collaborate on a manga together, they venture to publishing house Shueisha in hopes of capturing an editor’s interest. As much potential as these two rookies have, will their story impress the pros and actually get printed?

Review:
The second volume of Bakuman。 picks up where the first left off, with artist Moritaka Mashiro and writer Akito Takagi taking the final draft of their one-shot manga to Jump headquarters for consideration. This kicks off a series of fascinating meetings (spanning from summer vacation to the start of the next school year the following spring) in which the boys receive feedback from their editor, Hattori, and try to create a story that will be popular enough to merit serialization.

I loved all the meetings with Hattori, especially how specific he was about story and art requirements for Jump and how, as the boys improved, he went over their storyboards panel-by-panel with useful suggestions. As befits shounen protagonists, Mashiro and Akito are both very talented, but they’re not instantly the best around and go through many ideas and an immense amount of work before they’re able to craft something that is worth publishing.

When they finally do manage to get a story published, it takes third place in the popularity poll for that issue. The winner is Eiji Nizuma, a fifteen-year-old mangaphile who has been drawing since the age of six and practically does nothing else. He’s an exceedingly weird kid, but he fulfills the Akira Toya role here of “genius rival of comparable age.” He’s the first obstacle our leads will have to overcome, and I think it’s pretty fun how this is shaping up to be a sort of tournament manga.

Unfortunately, I’m still bored and fairly annoyed by Mashiro’s relationship with classmate Miho Azuki. They’ve pledged to marry once their dreams come true, but in the meantime aren’t even going to date. To some extent I understand—it’s suggested that Miho’s in favor of this because she wants to be able to focus on her dream without being distracted by Mashiro—but they still hardly know each other. Thankfully, Miho’s friend, Miyoshi, finds this just as bizarre. Also, while the overt, spoken sexism is absent from this volume it’s not exactly absent from the characters’ behavior. At one point Mashiro informs Miho that they’re going to be together when he becomes a manga artist, whether she’s realized her dream (to be a voice actress) or not. Nice, kid.

Though Bakuman。 has some flaws, it’s still an utterly captivating look at the manga-creating experience. I can overlook a banal relationship plotline if it means getting a glimpse inside the editorial process at Jump!

Review copy provided by the publisher.

Chi’s Sweet Home 3 by Konami Kanata: A-

From the back cover:
Kitten-rearing is something, but raising a street-smart feline in a building with a strict no-pets policy is another story altogether. When mentoring a curious kitty, tactful tabbies must teach with patience and a firm paw. Remember, cats are a special breed. While we can survive well enough on instinct, those same feline responses can lead to unwanted attention. This long-whiskered one recommends spending lots of time with your little furballs, for they will intuitively look for mischief unless thoroughly entertained.

Review:
I think I’d be perfectly happy if Chi’s Sweet Home simply offered episodic tales of exceptional kitty cuteness without bothering with any kind of cohesive narrative. That’s not something I’d say about just any series, but the scenarios are so familiar to any cat owner—the difficulty of capturing a feline’s cuteness on film, the tendency of cats to snag a claw on something—that they really work for me. The fact that the series does begin to develop a kind of narrative is just icing on the cake, then.

Chi has become friends with “Blackie,” a huge black tom cat who’s been making a nuisance of himself around the pets-prohibited building where Chi lives with the Yamada family. He’s her mentor, of sorts, teaching her how to hunt, how to claim turf by spraying, and how not to look down before leaping but to “smile and look ahead.” Here’s the adorable result of Blackie’s advice:

Alas, hanging around with Blackie has gotten Chi noticed by the superintendent, leading the Yamadas to debate what they’re going to do. I must say, for people who are trying to keep their cat from being spotted, they’ve certainly got a very casual attitude about leaving their patio door open. You’d think they’d try a bit harder. Eventually, after Chi is nearly captured but manages to escape and return home, she’s confined inside, which leads to a pathetic scene I’ve recently witnessed in my own home:

Rather than give up their cat, Blackie’s owners decide to move, and Chi’s gradual realization that her friend has gone away is adorable and touching. Although it’s pretty clear the Yamadas are not going to give Chi away, this storyline does touch a little bit on the responsibilities of pet ownership, and how often people take pets into their homes and lives without being able to properly care for them in the long term.

I wish the Yamada parents took their role a bit more seriously—it’s a shame when Yohei is the one to tell a rambunctious visiting cousin not to scare Chi—but at least they listen to their son when he insists Chi is part of the family.

Review copy provided by the publisher.

The Story of Saiunkoku 1 by Kairi Yura and Sai Yukino: B+

From the back cover:
Shurei Hong, destitute but of noble birth, has always dreamed of working as a civil servant in the imperial court of Saiunkoku, but women are barred from holding office. The emperor Ryuki, however, refuses to take command, leaving everything to his advisors. Shurei is asked to become a consort to the emperor to persuade the ne’er-do-well ruler to govern.

Shurei enters the palace as Ryuki’s consort, but he has yet to seek her out. It is rumored that men, not women, share the emperor’s bedchamber. Shurei must think of a way to stop the emperor from shirking his responsibilities, but she has to find him first!

Review:
I can no longer remember when or how I was exposed to the anime adaptation of The Story of Saiunkoku (originally a series of light novels). While I liked the characters and the setting, I never mustered a passionate devotion to the series and didn’t get beyond the first few episodes. Happily, I have a feeling things will be different with the manga adaptation.

The first volume covers ground familiar to me: sixteen-year-old Shurei Hong is the clever and hard-working daughter of an impoverished but noble family in the capital city of Saiunkoku, “the country of the colored clouds.” Her father maintains the imperial archives but doesn’t make much money, so Shurei supplements the family’s income by tutoring children and taking on other odd jobs. One day, the Head Minister, Lord Advisor Sho, turns up at their home with a proposition: he’ll pay Shurei a hefty sum to enter the court as the emperor’s consort and whip the nineteen-year-old shirker into shape.

Shurei immediately consents, and it’s a job she’s well-suited for, as a noblewoman with nothing but beauty to recommend her would not be learned or capable enough to complete the task at hand. Alas, the emperor, Ryuki, avoids her to the point where the ministers (a trio of awesomely scheming old dudes) are about to orchestrate a meeting. When they finally do meet, Ryuki pretends to be someone else, but Shurei sees through him almost immediately. Still, she plays along, sharing her ideal vision of an emperor with him and letting him know that she’ll be beside him all the way. Ryuki eventually declares that he will learn governance, and the two of them begin taking lessons from Koyu Ri, a brilliant young civil servant.

Although Shurei is a strong and interesting lead, towards the end of the volume Ryuki steals the show in a big way. He pretends to be somewhat of an elegant spaz (He actually reminds me of Tamaki in Ouran High School Host Club, though not as frantic.), but is actually educated and an accomplished swordsman. As we learn more about his past—as an “unnecessary” sixth prince, he was bullied by his brothers and neglected and abused by his mother—we learn why he finds Shurei so appealing. Rumors abound of Ryuki’s taste for men, but it’s not clear whether this is something sexual or merely related to his fear of being alone with the dark. He’s a damaged but likable guy, and being with Shurei brings him peace but also strength. The happy expression on his face when she finally invites him into her bed chamber for the night (he’s previously had to sneak in) is positively adorable.

The enjoyable interaction between Shurei and Ryuki may be the centerpiece of the story, but a pair of political subplots serve to flesh out the story. First, due to her proximity to the emperor, as well as rumors that an heir will soon be produced, Shurei becomes the target of assassins. Ryuki enlists the aid of two retainers to protect her, earning their loyalty by finally placing his trust in their abilities. The second concerns Ryuki’s older brother, Seien, who was banished as a teen for treason committed by his maternal relatives. It’s hinted very strongly that Seiran, the sole remaining servant to the Hong family, is the missing brother, but that’s not yet confirmed.

Somehow, the manga interpretation of the story is able to capture my interest more fully than the anime. I feel like I understand more what’s going on and can remember the cast of characters more easily—maybe Kairi Yura’s lovely art is responsible for that. Too, I’m now eager to reach parts of the story that are new to me. Alas, I shall have to wait until February for volume two!

Review copy provided by the publisher.

Planetes 1-3 by Makoto Yukimura: B+

Planetes is the story of Hachirota Hoshino, dubbed “Hachimaki” by his crewmates for his propensity to wear a headband (hachimaki), who dreams of earning enough fame and fortune to buy his own spaceship and achieve complete freedom. As the series begins, however, he’s part of a crew of “extraplanetary sanitation workers” who clean up space debris.

The first volume introduces readers to the crew of The Toy Box. In addition to Hachimaki, there’s Yuri, a Russian of indeterminate age whose perpetual staring into space (literally!) is explained when the story of his wife’s demise in a space liner crash is revealed. Yuri achieves some closure in the first chapter, when he finally finds a compass that was precious to his wife, and becomes a livelier character (and occasional font of wisdom) from then on. Tomboyish pilot Fee is a Floridian with a family back home and an ardent passion for cigarettes, which prompts her to go after some environmental terrorists who’re going around bombing smoking lounges.

The environmental terrorists become a more important factor in volume two. Hachimaki, who has been somewhat of a slacker up until now, learns that a rich inventor is mounting an expedition to Jupiter. Hachimaki develops a single-minded determination to be on the Jupiter mission, which leads to him working out endlessly and being sort of an ass to Tanabe, the (female) newcomer to the crew set to be his replacement. The environmental group—the Space Defense League—attempts several times to sabotage the protect, since the purpose of the mission to Jupiter is not exploration but to mine its resources. Hachimaki isn’t particular about the reasons—he just wants to go—and when his former friend, Hakim is revealed to be the terrorist mastermind, Hachimaki nearly kills him, saved at the last minute by Tanabe.

Hachimaki makes the crew for the Jupiter mission and by volume three is participating in mission training simulations. He’s haggard, though, losing weight, having visions of some sort of mystical cat, and feeling disconnected from everything around him. His crewmate, Sally, attempts to get through to him, and eventually succeeds (via boob therapy). Hachimaki has spent a great deal of time pursuing solitude, but Sally makes him see that in the end that Tanabe was right all along—“space is too dangerous and wonderful a thing to face alone.” Like his father before him, Hachimaki marries before heading out into space in order to anchor himself with a home.

Planetes is definitely an interesting tale, offering a mixture of science fiction and philosophizing about what it means for humans to go into space. One might notice, though, that in each of the paragraphs above dedicated to a particular volume of the series, Hachimaki seems like a different person. And, indeed, an inability to identify with the lead is what prevented me from awarding these volumes an “A.”

These volumes take place between 2074 and 2077, and it makes sense that a person could change a great deal in that time, especially given what Hachimaki has experienced, but sometimes I couldn’t trace the path between one incarnation of Hachimaki and the next or fully buy into his feelings for Tanabe. Also, even though it would have been unfortunate if Hachimaki had remained on the debris-collecting crew forever, I really missed Yuri and Fee as the story moved away from them. The first volume may be the most episodic of the first three, but it’s also a little less heavy than the others.

Ultimately, I liked Planetes a lot, though it wasn’t a quick read for me. I’m looking forward to the fourth and final volume.

Planetes is published in English by TOKYOPOP. There are technically five books in this series, but the last two comprise volume four, which was split due to length.

Additional reviews of Planetes can be found at Triple Take.

After School Nightmare 1 by Setona Mizushiro: A-

From the back cover:
You have just awakened to find your darkest secret revealed to a group of people who would do anything to destroy you: your classmates! That’s what happens to Ichijo Mashiro, whose elite school education turns into the most horrifying experience of his life when he’s enlisted to participate in an after-hours class. The only way for Mashiro to graduate is to enter into a nightmare world where his body and soul will be at the mercy of his worst enemies. Can Mashiro keep the lifelong secret that he is not truly a “he” nor entirely a “she”—or will he finally be “outted” in the most humiliating way possible?

Review:
Mashiro Ichijo (also confusingly referred to on the back cover as Ichijo Mashiro) is first-year high school student with a big secret—although the top half of his body is male, his lower half is female. For some reason, despite concrete evidence that Mashiro possesses ovaries, he was raised as a boy and is trying hard to maintain that identity. Mashiro has never discussed his body with anyone, but one day he’s approached by a school nurse he’s never seen before. She not only knows all about his secret, but assigns him to a special after-school class that involves entering a dream with five other classmates. If he succeeds in completing an unknown task, he’ll graduate from the school. It’s all very strange and immediately made me think of Revolutionary Girl Utena.

The identities of the other students in the dream are not immediately known to Mashiro, but he’s able to figure some of them out in the course of this volume. The other students’ appearances change while in the dream, as they take on forms that symbolize their real heart. His cute classmate Kureha, for example, takes the form of her five-year-old self on the day she was sexually assaulted by a strange man. Others are more bizarre—one girl has neither face nor heart, another student is a bundle of arms and hands—but Mashiro himself doesn’t change much, beyond wearing a girl’s uniform, because he thinks that his own body is already the most distorted thing of all.

The students are tasked with finding a key, and often inflict injury upon each other while in search of same. Mashiro decides that he will protect man-hating Kureha and help her graduate, since the dream experience is so traumatic for her that she doesn’t even attempt to play the game. While he’s trying hard to fulfill this manly role, his insecurities still run deep, and he’s convinced that the reason he couldn’t stop the black knight (later revealed to be antagonistic classmate, Sou, who is inexplicably obsessed with Mashiro) from slicing up his uniform and revealing his body is that he’s really a girl. Mashiro equates being a girl with weakness, which makes me wonder if that’s what he’s been placed in this class to overcome.

Although the dream sequences are fascinating, the truly compelling part of this story so far is Mashiro’s desperation to be something he’s not sure he is. He begins a relationship with Kureha, but right before their first kiss, panicked thoughts of “I’m about to kiss another girl!” flit through his mind. Kissing her is something he should do, he convinces himself, but when Sou later inflicts a kiss upon him, Mashiro is torn once more. Mashiro clearly feels something for both of the others—a need to protect Kureha and a grudging interest in cruelly enigmatic Sou—but each option symbolizes a particular gender identity, and Mashiro is presently as incapable of choosing between them as he is of definitively seizing an identity for himself.

This dramatic and captivating first volume serves as an excellent introduction into the series, and I’m eager to read more.

Although I am tardy, this review is part of September’s Manga Moveable Feast. To read what others have to say about After School Nightmare, check out this post at A Case Suitable For Treatment.

Café Latte Rhapsody by Toko Kawai: A-

I reviewed this cute yet complicated love story for this month’s BL Bookrack column at Manga Bookshelf. I really, really enjoyed the romance between a somewhat relationship-scarred bookstore employee and his huge younger lover, and it made me realize I haven’t read anything by Toko Kawai that I didn’t like!

You can find that review here.

Review copy provided by the publisher.

Garden Sky by Yuko Kuwabara: C+

I reviewed this quasi-BL collection for this week’s BL Bookrack column at Manga Bookshelf. The book is divided into two sets of stories that are boring while underway, feature extremely similar characters, and go nowhere in the end. This makes for quite a dull read.

You can find that review here.

Review copy provided by the publisher.

Eyeshield 21 1-3 by Riichiro Inagaki and Yusuke Murata: B

Though I’ve long professed an ardent love for sports manga, I did secretly wonder if my enthusiasm would wane when the featured sport is one in which I have zero interest, like, say, football. Would the inherent charms of sports manga be able to compensate for my real-world disinterest? Eyeshield 21 has proven to me that the answer to this question is “yes.”

Sena Kobayakawa has justed started his first year at Deimon High School, where he’s looking forward to reinventing himself after years of serving as gopher for bullies (when not fleeing from them). Picked as an easy recruitment target by the demonic Himura, captain of football team, Sena finds himself volunteering to be the team’s manager. Once Himura witnesses Sena’s speed and natural running back moves, though, he is suited up and disguised (so that other teams won’t try to steal him) and given the moniker Eyeshield 21.

Although he’s initially not too thrilled about this, the passion and skill of Himura and the completely adorable (and completely enormous) lineman, Kurita, kindles his interest in the game. His running abilities lead the Deimon Devil Bats to their first victory ever. Their next opponents, the Ojo White Knights, prove much tougher, and it’s then Sena meets his rival—Shin, a player who’s nearly as fast as he is, but much, much stronger. Although there’s really no chance for the Devil Bats to prevail, they still manage to score two touchdowns against the superior team and Sena achieves a sense of personal victory when he’s finally able to evade one of Shin’s tackles.

As volume three comes to a close, the Devil Bats have been eliminated from the spring tournament but have turned their eyes and hopes towards fall, with the eventual goal of playing in the Christmas Bowl. Things are looking up a little—they’ve finally found their fourth member, a monkey-like boy named Raimon with some mad catching skills and the presence of Sena’s childhood friend, Mamori, as team manager seems destined to attract even more recruits. Aside from Himura and Kurita, no one knows that Sena is Eyeshield 21 (since his green eyeshield is magically sufficient to obscure his identity), and he can only watch in some consternation as the mysterious player’s legend begins to grow. When he happens to encounter Shin on the street, he realizes he can admit his real identity to him, but there’s no time to bond because the two of them have to unite to take down some thieves on a motorcycle. It’s actually kind of awesome.

So yes, Eyeshield 21 manages to entertain me even though it’s about football, a sport I find excruciatingly dull. There are loads of visual aids to help explain the game, the tone is optimistic and silly, and the characters are all memorable, too. Himura’s brand of crazy is responsible for most of the gags in the series: he looks like a demon, seems to have sufficient dirt to blackmail everyone into doing his bidding, keeps a ferocious dog chained up at school, and casually totes around all manner of weaponry. There’s a lot of attention devoted to Haruto, a teen idol whose fans persist in calling him the ace of the White Knights, even though he knows he isn’t. Shin’s a cool character, and Sena is okay, too, but really, my heart belongs to Ryokan Kurita.

Kurita is very big and round, very strong, very sweet, and prone to get weepy when he’s emotional. I think a visual aid is necessary here to truly convey his cuteness.

Aww!

Ultimately, Eyeshield 21 is lots of fun. I’m chuffed my library has recently acquired the full run of the series; expect to see more here in months to come!