Hikaru no Go 18 by Yumi Hotta and Takeshi Obata: B

After the drama of the past few volumes, “the main storyline takes a holiday” (to quote the back cover) in volume eighteen and instead we get six short stories of varying quality.

A couple of stories, like those focusing on Akira Toya and Yuki Mitani, fill in some background for scenes from earlier in the series, and one revisits what’s left of Hikaru’s old middle school go club. Two others—about Asumi Nase, an insei, and Atsushi Kurata, a relatively young pro—serve to flesh out supporting characters and are the best of the bunch.

The sixth purports to be about Sai, and it was this story I’d looked forward to the most. Alas, it’s nearly the least interesting (Mitani’s claims top honors in that category), as it boils down to another case of “corrupt merchant trying to sell antique merchandise that Sai knows is fake.” I had hoped for a story from Sai’s life or perhaps from his time with his previous host, but instead we get a rehash of something we’ve seen as recently as volume twelve.

I’d be lying if I said these stories aren’t disappointing, coming on the heels of some very important plot developments, but I gather they’re meant to function as a palliative bridge between a dramatic story arc and whatever lies ahead, so I can’t fault them too much.

Review copy provided by the publisher. Review originally published at Manga Recon.

Hikaru no Go 13-17 by Yumi Hotta and Takeshi Obata: A

These five volumes represent the emotional crux of the series and, as such, plot spoilers will be discussed. Proceed at your own risk.

I’m always sorry when I fall far behind on a series that I love, but when it results in half a dozen volumes to read at once, the pleasure of catching up makes the wait worthwhile. These five volumes are the most important and emotionally resonant of the series so far; the story could’ve ended quite satisfactorily after volume seventeen and, indeed, that’s exactly what the anime does.

We begin with the oteai, a tournament to decide players’ ranks. Hikaru is scheduled to play Akira, and is all excited about it, but the sudden collapse of Akira’s father means he misses the match and forfeits the game. After some pestering from Sai, Hikaru goes to visit Toya Meijin in the hospital and, after hearing that the Meijin has been occupying himself with internet go, sweetly arranges for Sai to get the match of his dreams via that medium. The suspense is built up expertly, causing international spazzery amongst the internet go world and attracting the attention of a lot of Japanese pros, as well.

The game between Sai and the Meijin is very beautifully drawn. There’s a lovely sequence where Sai settles onto a chair occupied by Hikaru, and for the rest of the multi-chapter match we only ever see a silent and composed Sai in that chair as they play their lengthy and suspenseful game. I’m so happy to see this longed-for moment get the attention it deserves and to see how satisfied and grateful Sai looks after his victory.

Besides Sai getting his wish, two very important things occur as a result of this match. The first is that the Meijin has been reinvigorated and begins to try daring things. He had pledged to retire if Sai beat him and, though Hikaru pleads with him not to keep his word, it’s actually quite a freeing experience for the Meijin since he’s no longer obligated to keep to a rigid tournament schedule and can now develop his game in innovative ways. The second thing is that Hikaru is able to spot where exactly the Meijin went wrong, prompting Sai to realize that his whole ghostly existence has been to get Hikaru to this point. His work on this plane is swiftly drawing to a close.

I’m really glad that I was able to experience this story arc via the anime first because the back cover and chapter titles of volume fifteen announce far in advance that Sai is really going to disappear—with the anime, I was able to hold out hope ’til the last minute. Even with my prior exposure to this event, it’s still quite dreadful to witness Sai’s jealousy of Hikaru’s future and eventual acceptance of his fate, and even worse when his pleas to Hikaru go unheeded because Hikaru simply can’t imagine that Sai really will disappear, since he’s been around for a thousand years thus far. It’s perfectly in character for a teenage boy to behave this way, so it’s not as if Hikaru’s the villain here, but knowing how much he was going to blame himself later made it much more painful.

Even while Sai’s disappearance is extremely sad, it’s Hikaru’s reaction that is far worse. He desperately looks for Sai at sites connected with Shusaku, getting his hopes up and dashed each time. He’s in denial for quite some time, but when he hits the bargaining stage, the raw grief really pours out. When he discovers records of Shusaku’s games in a remote room at the Go Association, he belatedly realizes the depth of Sai’s genius. Because Shusaku was a seasoned player when he met Sai, he knew when to bow out to a superior talent. Hikaru blames himself for developing a passion of his own and depriving Sai of opportunities to play. He promises not to play anymore if only Sai will come back.

While Hikaru proceeds to frustrate everyone by being a no-show at his matches, focus shifts to Isumi. He’s spent some time alone to recover from his failure to pass the pro test, and is now part of a group going to play goodwill games in China. With some good advice from a Chinese pro, Isumi returns a much stronger and confident player. In the anime, this arc seemed so out of place I figured it must be filler, especially given the bratty little kid who looks like Waya, but it actually goes by much more quickly in the manga and, in fact, reinforces part of what makes Hikaru no Go such a satisfying read: it doesn’t forget its supporting characters and occasionally offers a glimpse of what’s happening in their lives.

Upon Isumi’s return, he seeks out Hikaru, who hasn’t played in months, still thinking he can bring Sai back with his abstinence. Isumi succeeds in cajoling Hikaru into a game and it’s there, finally, where Hikaru finds Sai. It’s such a lovely scene, in which Hikaru breaks down at the simplicity of it all. “Sai… is it… is it all right for me to play?” he thinks, seeking his mentor’s blessing to go back to the world he loves.

Volume seventeen finds a focused Hikaru returning to his matches and showing much more maturity. The second big match-up that needed to happen comes into play here, when Hikaru and Akira face each other in the preliminaries of the Meijin tournament. The build-up is suitably suspenseful, as it should be when it’s been two years and four months since they last faced each other. The game itself is marvelous—“You will be my life-long rival,” Akira thinks at one point—but it’s much more wonderful that Akira figures it out. He realizes that Sai was within Hikaru all this time, and can tell because he knows Hikaru better than anyone. The fact that Akira finds Sai just reduces me to sniffles every time and Hikaru’s happiness about the fact is very moving as well.

The perfect capper to this volume is the dream visit Hikaru receives from Sai, and I find myself torn. Do I wish the manga had ended here, just like the anime? It really feels like a perfectly natural place to wrap things up, though the anime does add a little bit, showing Akira and Hikaru meeting regularly at a go salon to argue over strategy and affording glimpses of many minor characters in the closing credits. Or am I happy that there are six more volumes? I’m a little worried that the actual ending will be less satisfying than if the story had stopped here, but the appeal of such a large chunk of new material cannot be denied.

With these volumes, Hikaru no Go proves why it is no ordinary sports manga (and this is coming from someone who loves the genre). The games are intense and riveting, sure, but the relationship Hikaru and Sai share is the real story. Their mutual support, jealousy, and encouragement ties in with traditional themes of shounen manga, but there’s such love and warmth there, too, that the appeal is universal. This is truly a series with the potential to be loved by anyone and everyone.

Review copy for volume seventeen provided by the publisher.

Slam Dunk 8 by Takehiko Inoue: B+

slamdunk8After an admirable performance in an exhibition game against a tough rival, the Shohoku High basketball team is ready to get back to practice, but a gang of thugs with a grudge against team member Ryota Miyagi makes that impossible. They invade the court with the intent of starting a brawl that’ll get the Shohoku team disqualified from competition. Just when the thugs have been beaten back, with help from Hanamichi’s pals, assistant captain Kogure reveals that the lead punk, Mitsui, was once a promising member of the team.

What follows is a multi-chapter tale of hubris, wounded knees, and wasted potential, and it might perhaps seem rather pointless if not for all the heartfelt emotion on display and the certainty that Mitsui will once again rejoin the team. Kogure, typically very mild in manner, shows he’s tougher than he looks while Mitsui does the opposite when confronted by Coach Anzai, whom he dearly loves and respects.

All in all, there’s very little actual basketball in this volume but there is a lot of team building, which makes for a very enjoyable reading experience.

Review copy provided by the publisher. Review originally published at Manga Recon.

Slam Dunk 3-7 by Takehiko Inoue: B

slamdunk3How did I let myself get a whole year behind on Slam Dunk?! Of course, the upside to such a monumental lapse is having half a dozen volumes to gobble up back-to-back!

At the end of the second volume, hot-headed protagonist Hanamichi Sakuragi impressed team captain Akagi by declaring himself “a basketball man” in answer to pressure to join the judo team. As a reward, Akagi decides that Hanamichi (who has been learning the fundamentals of dribbling, passing, et cetera) is now ready to learn to shoot. To Hanamichi, of course, this means the slam dunk, but what Akagi has in mind is a more common shot, the layup. Even though Hanamichi practices a good deal on his own, he’s just not getting it until Haruko, the object of Hanamichi’s affections, gives him some pointers. Meanwhile, the Shohoku High team prepares for an exhibition game against Ryonan, a school with an incredible team.

slamdunk5The game against Ryonan—which spans all of volumes four and five and the first third of volume six—is nothing short of riveting, even though Hanamichi is incredibly, incredibly obnoxious throughout. His cockiness wouldn’t grate so much if, like Ryoma in Prince of Tennis, he actually had the skill to back up his claims. Still, his overwhelming confidence does help the team in a few crucial moments and they hold their own extremely well. One of the things I love about sports manga is how the mangaka can quickly create interesting opponents for our team, and Inoue does so here with Ryonan’s ace, Sendoh, who must work much harder against Shohoku than he ever anticipated and enjoys himself much more as a result.

After the exhibition game, Shohoku sets their sights on the district preliminaries and the road to nationals. At the same time, Ryota Miyagi, a second-year student who’d been hospitalized after being injured in a fight, returns to the team. He and Hanamichi butt heads at first until they discover a shared lack of success with the ladies and quickly become buddies. Alas, some thugs have a grudge against Ryota and the basketball team, and a brawl on the court ensues that could disqualify them from competition.

slamdunk7I’m hopeful that the introduction of Ryota marks the start of a Hanamichi I’ll be able to like. Somehow, Hanamichi doesn’t feel the need to exert his prowess over Ryota and is able to receive instruction from him without being a moron about it. It’s extremely gratifying! And even if I find Hanamichi annoying, there are plenty of other characters for me to like. My favorite is Kogure, the mild-mannered assistant captain, but I’m also fond of Yohei Mito, Hanamichi’s right-hand henchman, who is sweetly protective of his friend’s newfound passion and unforgiving of those who would spoil it for him.

Inoue’s art may not be very pretty in Slam Dunk, but it’s extremely easy to follow where games are concerned. I never once had a question about who had passed to whom, or even whether the ball bounced before someone caught it; it must be hard to depict movement so gracefully, but Inoue really excels at it. The “bonus NBA content,” which I assume is provided by VIZ, has also proven to be more interesting than I thought it would be. I admit that I skip the player profile in each volume, but the second page includes all kinds of tips about strategy, and I find it both educational and entertaining. I never actually knew, for example, that the point guard was the fastest member of the team.

If you’re looking for a completely fun and addictive sports manga, Slam Dunk will definitely fit that bill. I’d like it more if Hanamichi weren’t so irritating, but I have hopes that he’ll gradually mature and, in the meantime, there are a lot of other positives to keep me reading!

Review copies for volumes 5-7 provided by the publisher.

Sand Land by Akira Toriyama: A-

sandlandFrom the back cover:
In the far future, war has destroyed the entire Earth, leaving only a barren wasteland where the supply of water is controlled by the greedy king. In search of a long-lost lake, sheriff Rao asked the king of the demons for help… and got the king’s son, Beelzebub, and his assistant, Thief. Together, the unlikely trio sets off across the desert, facing dragons, bandits, and the deadliest foe of all… the King’s Army itself! It’s travel adventure and tank action in this new story from Akira Toriyama, the creator of Dragon Ball Z!

Review:
After enjoying Toriyama’s COWA! so much last October, I decided to read more of his works. Sand Land, one of the first batch of titles to be serialized in the American Shonen Jump magazine, is another single-volume series about humans and demons working together on a quest, though this time it’s water they’re after and not medicine.

The follies of man and natural disasters have combined to reduce the habitable part of the world to one particular desert, with a further blow falling when the single river flowing through the land suddenly stopped. Some water is available—sold by the king for an exorbitant price—but many can’t afford it. One day, a war veteran named Sheriff Rao turns up at the village of the demons with a request. He has deduced, from the presence of a certain kind of bird, that there must be a lake to the south somewhere, but to cross the dangerous desert he’ll need demonic protection. The demon king (who appears for all of one page and is totally awesome) grants his assent and sends along his son, Beelzebub, who picks an older, knowledgable demon named Thief for the third member of their party.

The trio sets out in Rao’s car, but quickly encounters obstacles. When the car is rendered undrivable, Rao manages to steal a tank using nothing more than a can of hairspray, and they proceed on their way. The tank belongs to the king’s army and when they get wind of the theft, a chase ensues, during which Rao’s real identity is revealed, the chief general launches a smear campaign against him in the media, Rao retaliates with some unsavory secrets, and, ultimately, an extremely satisfying conclusion is reached.

Throughout all of this, Rao realizes that the demons have been sorely underestimated by humans and, in fact, are far more innocent of wrongdoing than humans are, themselves. Even though the basic plot is fun and extremely well paced, it really is this fledgling trust between races that is the best part of the story. Although it moves briskly and there’s not a lot of time for character development, there’s still enough for the story to resonate emotionally when it should.

Toriyama’s skill in paneling is extremely impressive; I always love it when reading manga feels like watching a movie. I did notice one disappointing and odd thing, though: one panel depicting an evil general is very obviously reused in a later chapter. Maybe there’s a good reason for it—could it have been VIZ’s doing?—but Toriyama did gripe at the outside about how hard the series (and especially the tank, which looks great) was to draw, so it seems possible this could’ve been a very random shortcut.

In any case, I really liked Sand Land a lot. It shares a lot of common elements with COWA!, but since I liked those elements, I really can’t complain about an overabundance of similarity.

Sand Land was published in English by VIZ and is complete in one volume.

Tegami Bachi: Letter Bee 2 by Hiroyuki Asada: C

tegamibachi2From the back cover:
Amberground is locked in darkness. A man-made star casts only a dim light over the land. The pitch-blade wilderness is infested with Gaichuu—colossal insects with metal exoskeletons. The Gaichuu make travel between the cities of Amberground extremely dangerous. But thankfully the Letter Bees, a brave corps of messengers, risk their lives in order to keep the hearts of Amberground connected.

Lag is close to becoming a Letter Bee! On the way to his final interview at the National Postal Service, he found a dingo: Niche, a feral young girl with shocking strength and hair made of golden swords. Now, as they approach the bridge to the middle-class district, they stop to rest in Kyrie, a desperado town. They meet Nelli, a friendly young man who shows them to an inn. Nelli’s so helpful that they never notice him steal Lag’s crossing pass!

Review:
Volume two of Tegami Bachi demonstrates what happens when a flawed but intriguing series picks the less interesting of the two characters introduced in its first chapter for a protagonist. Without Gauche Suede, the experienced letter carrier who inspired Lag Seeing to want to follow in his footsteps, the volume flounders for the first half as Lag and his “dingo,” Niche, make their way to his Letter Bee interview in Yuusari, a nicer part of Amberground than the area in which Lag grew up.

A lot of the problem here is Niche, an acutely uncivilized girl with hair that can turn into swords, and her antics. She apparently views her pledge to wear underwear as a symbol of her contract with Lag, so when he suggests she might be safer staying with his aunt than being his dingo, she ditches her bloomers and then nags him for dozens of pages to accept her as his dingo again. This is incredibly annoying. Also, she seems to have acquired a pet/emergency food source (think Menchi in Excel Saga) called Steak, who is a source for some regrettable pee and fart gags.

Once Lag makes it to his interview, though, things start looking up. The European-inspired architecture in Yuusari makes for some lovely backgrounds, and the other/older Letter Bees are pretty cool. Lag also does extremely well on his letter-delivery test, almost as well as Gauche, about whom he learns some surprising information.

Some of these merits are also flaws, however, since practically everything is more interesting than Lag and Niche, and looks better, too. I’d much rather read a story starring Largo Lloyd, the director of “The Beehive,” for example, and the only thing that inclines me to read the third volume is that we might learn more about Gauche. About the main duo I care practically nothing. It’s almost as if Asada wants to make his story more sophisticated, but is shackled by some Shonen Jump mandate concerning adolescent humor. Whatever the case, I’m going to give this series one more chance to win me over, but I’m not feeling too optimistic.

Review copy provided by the publisher.

Black Cat 6-8 by Kentaro Yabuki: B

blackcat6Black Cat is the story of Train Heartnet, who used to be an assassin with a group known as Chronos but has left that life behind to become a bounty hunter (Sweeper). He travels about with his gizmo-making partner Sven and Eve, a young girl/weapon, trying to life as free and peaceful a life as possible while nabbing wanted criminals. Of course, his past just won’t leave him be and he’s been approached both by Chronos and their adversaries, the Apostles of the Stars, to get involved in their conflict.

In volume six, the gunman of the Apostles of the Stars grows impatient with the plans of his leader, Creed, and decides to challenge Train. He hurts Eve as a way to lure Train out, and it’s nice to see Train be furious for a while as he and the other gunman battle it out. Afterwards, Sven tries to leave Eve behind but he’s miserable without her and Train covertly engineers a reunion.

blackcat7Volume seven introduces Jenos, another of Chronos’ Numbers (an elite group of assassins), whose job is to recruit Rinslet (a thief and occasional ally of Train’s) for information-gathering purposes. While Train and friends encounter a string of various small fry—he tells Sven that he knows Creed’s going to challenge him again one day, but until that time he’s going to carry on his Sweeper work—and help a kid whose desire for revenge sparks memories of Train’s own past, the plot with Jenos and Rinslet ramps up and they seem poised to work together.

While each volume has featured its fair share of fighting, volume eight, which introduces still more of the Numbers, has perhaps the most, as Rinslet and a team of Numbers find their way/are lured to Creed’s hideout and must make their way past his minions in order to get to the man in charge. It’s kind of weird that the series’ protagonist is absent for such a long stretch, and I think I’d like this plot better if Rinslet wasn’t so obnoxious to the Chronos commander. In any case, the volume ends on a cliffhanger just as Train is about to enter the fray. In place of a final chapter is a bonus story called “Stray Cat,” which was a trial version of the series.

blackcat8Black Cat is a lot of fun in general, and my complaints about it are few. It’s to be expected that a shounen series would involve a lot of fighting, so I don’t consider that a flaw whatsoever, even if such chapters don’t afford a reviewer much to say except “the art is clean in action scenes.” The big issue is the overarching plot. It’s not difficult to understand or anything—Chronos and Creed are at odds and they both want Train on their side—but I don’t really care about it much. More, I’m enjoying the series on a purely volume-to-volume basis and while characters’ actions are propelled by this plot, it’s not as if I’m particularly invested in its resolution or anything. The real strength of the series is the camaraderie between Train and his team, and it’s for those interactions that I truly stick around.

That said, there is something nice in knowing that Black Cat wraps up in only 20 volumes. “Only?” you might scoff, but that’s actually rather short for a Shonen Jump series. With endearing characters, enjoyable action, and the promise of a story that will resolve without (hopefully) dragging on so long you no longer care, Black Cat is definitely a series worth checking out.

Wāqwāq 2 by Ryu Fujisaki: C+

waqwaq2On the upside, the plot of Waqwaq receives some much-needed clarification in this volume. Unfortunately, it’s still pretty convoluted.

Two thousand years in the past, three magi created a race of machines and a race of black-blooded humans and set them in conflict. They also created machines known as gojin-zou, which, when bonded with a human, become a Guardian. When machines threaten humans, Guardians engage them in battle, culiminating in the gojin-zou devouring the machine’s heart and absorbing its wish. In volume one, one of the magi summons the Kami, a red-blooded human of legend, and nudges the Guardians into competition for the right to have her grant a single wish. So basically, the gojin-zou collect wishes from the humans that wield them and the machines (including the other Guardians’ gojin-zou) they defeat. The last Guardian standing will have access to everyone’s wishes when he uses an ancient machine called Spider’s Thread to have his wish granted. What’s sorely lacking in that explanation is why the magi would hatch such a time-consuming and complicated scheme.

Clearing up the point of the story is the primary focus of this volume, but it does offer some fun shonen adventure when Shio, the hero, must face off against two other Guardians as he strives to reach the Kami, who’s been whisked off to Spider’s Thread. Clichés like the idiotic-but-spirited protagonist and his former rival turned ally abound, and the attempts at comedy fall flat, but Waqwaq still succeeds in being a fairly intriguing read. It’s a short series, too, so reading two more volumes to see how it all ends doesn’t seem like a daunting prospect.

Review copy provided by the publisher. Review originally published at Manga Recon.

COWA! by Akira Toriyama: A-

cowaFrom the back cover:
Paifu, a half-vampire half-werekoala, is always getting into trouble with his best buddy, José the ghost. But when the Monster Flu sweeps through town, the fun and games are over. If the monsters don’t get the medicine soon, everyone will die! With all the adults sick, it’s up to the kids to save the day!

Paifu and José are off on a big adventure, but will they get the medicine in time… or will they become victims themselves?!

Review:
At first, I was pretty underwhelmed by COWA!. With a little perseverance, however, I found that if one can get past the first three chapters, which set up the world, introduce the characters, and include more than their fair share of flatulence, an absolutely charming monster road trip adventure awaits!

In the town of Batwing Ridge, all sorts of monsters live in peace and occasionally interact with their human neighbors. Paifu and his more timid buddy, José, spend their free time playing and stirring up mischief—the entire first chapter is about squandering money that was to be used to buy a watermelon and then having to pilfer one instead. When the Monster Flu outbreak hits and no adults are free to make the trip to the one witch who can make the medicine, Paifu instantly volunteers to go and drafts José to help him. When it’s pointed out that they don’t have a car, Paifu promises Maruyama, the reclusive former sumo wrestler who’s hiding out from the world after accidentally killing an opponent, $10,000 for his assistance.

Our heroes set out, joined by a braggart of a monster named Arpon, and a more linear story develops. The montages of the monsters riding in Maruyama’s car, entranced by things like a passing train and the lighted sign of a hardware store are nothing short of terrific; their wonder at the human life is depicted with warmth and fondness and serves to help soften Maruyama’s heart towards them, as well. Over the course of their quest, Paifu matures a bit and Maruyama proves that he is both compassionate and a total badass. The ending quite unexpectedly made me verklempt.

Toriyama’s depiction of the monster world adds a lot to the charm of his tale. The first chapter is in color, which is essential when you want to establish the fact that your lead character is green, his friend is blue, et cetera. Each monster family in Batwing Ridge has a home of their own, be it a cave or a giant pumpkin. I love the absurd idea that José’s family of ghosts has a mailbox and also enjoyed the random appearances by a cute little mummy kid who never actually says anything. Another fun monster awaits at the end of the quest—he reminds me of something out of The Point!—and he’s got a nifty weakness as well as a useful function.

Imaginative and entertaining, COWA! is heartily recommended as a Halloween read. In fact, I liked it so much I’m planning to check out Toriyama’s best known work: a little thing called Dragon Ball. Stay tuned!

COWA! is published in English by VIZ and is complete in one volume.

Bleach 29 by Tite Kubo: B-

bleach29From the back cover:
Ichigo and his friends knew invading Hueco Mundo wouldn’t be easy, but even the lesser Arrancars are pushing them to their limits! Can Ichigo, Uryuu and Chad find the inner strength to overcome the first line of attack, or will Orihime be stuck in Hueco Mundo forever?!

Review:
When you get right down to it, nobody does anything in this volume but fight. Ichigo, Uryuu, and Chad all face Arrancar opponents and each is pushed to employ the hidden reserve of strength they’d hoped to save for higher-level opponents. I’m enough of a shounen fangirl that I enjoy it when characters power up, so this volume is fun on that score, at least.

We begin with Ichigo, who is fighting some kind of Latino Arrancar who keeps needling him to reveal his bankai move. Once he’s witnessed that, he demands to see Ichigo’s Hollowfication skills, but alas, he only gets to enjoy it for about a second before he’s done for. Uryuu’s opponent is difficult enough that he’s forced to use some awesome kind of sword/arrow thing that finishes her off easily. And Chad, who always seems to get the short end of the stick in this area, not only reveals a new form of his powerful (defensive) right arm but suddenly unveils that the left one has (offensive) powers too.

I know, I know, this is not manga craft at its finest, but when I saw Chad’s left arm I swear I literally said “Aw, cool!” aloud. There’s definitely a kind of satisfaction to be derived from watching our battered heroes suddenly whip out a surprise weapon or tactic and go all badass on their foes. It may not be deep, but it can be awfully entertaining.

Review copy provided by the publisher.