Let’s Get Visual: Speechless

MICHELLE: Welcome to the third installment of Let’s Get Visual, a monthly column with Manga Bookshelf‘s MJ in which we flex our artistic muscles!

Although it’s not our intent to have specific themes for each column, we do like responding to requests! Last month, as suggested by a reader, we devoted our column to action scenes. This month, inspired by a comment from Livejournal user Salimbol, we’ve picked scenes that excel in nonverbal communication. I will say right up front that my choice is very, very simple, but it was a scene that left a lasting impression nonetheless. (Click on images to enlarge.)

Kimi ni Todoke: From Me to You, Volume 3, Pages 81-82 (VIZ Media)

MJ: So, what do you particularly like about these pages?

MICHELLE: Maybe it’s the simplicity I like best, actually. I don’t even need to give any context about the manga for anyone to be able to tell the following:

1. Boy sees Girl #1.
2. Girl #1 is oblivious.
3. Boy watches her with a look of warm affection.
4. Girl #2 watches Boy watching Girl #1 and does not like what she sees.

It’s so simple, I wonder if its meant to emphasize the purity and clarity of the feelings the characters share and from which this would-be rival is destined to be forever excluded.

MJ: Well, I think it’s an important moment for Girl #2. She’s watching a boy she likes watch another girl with such unguarded affection. He’s doesn’t even seem to realize or care that she’s still there watching him, he’s so wrapped up in the pure joy of watching the other girl. It’s significant, I think, that the final panels turn the focus back on Girl #2 and what she’s feeling, because this scene really is a revelation for her. I’d almost feel sorry for her if I hadn’t read the book. 😀

MICHELLE: Yeah, me too! I love, also, that the boy radiates almost a sense of peace as he looks upon Girl #1. Even watching her do little things like water plants or practice her kicking skills on a rock brings him joy. It’s scenes like these that make Kimi ni Todoke such a warm and cozy read, I think.

MJ: You’re absolutely right. Also, the artist is so skillful here, I think she could have even left out the final, dreamy image of Girl #1 in the boy’s mind’s eye, and we still would have seen it in our own heads, it’s so clear what he’s thinking of. It’s easy to dismiss the craft in a comic that’s primarily known for being warm and sweet, but that would be such a mistake here. This whole sequence is just really well done.

MICHELLE: And the memory of it stayed with me. It’s been five months since I read this volume, but it was the first thing I thought of when the topic of nonverbal communication was suggested.

The second thing I thought of is what you ended up choosing, interestingly enough!

MJ: Shall I introduce that, then?

MICHELLE: Go for it!

Antique Bakery, Volume 4, Pages 116-120 (Digital Manga Publishing)

MJ: Okay, well, the scene is from Fumi Yoshinaga’s Antique Bakery. One of the traits I associate most with her as an artist is her use of silent panels, and this is the one that first came to my mind when you mentioned Salimbol’s request. It’s a scene between the story’s two main characters that is revisited multiple times throughout the manga. It’s really the beginning of their history together, despite the fact that it’s quite far in the past from when the main action of the story is set. This is one of its final appearances in the series, late in the fourth volume.

To help illustrate how effective I think the visual storytelling is in this scene, I’ve actually provided scans from the Japanese version of the series. Even without being able to read the small amount of dialogue here, and despite how important the first bit of dialogue is to the history of these characters, I think the emotional trajectory of the scene is crystal clear.

Boy #1 says something emphatic to Boy #2. Boy #2 is visibly upset, and though he attempts to maintain his composure, he eventually breaks down and flees the scene. Boy #1 ponders what he’s done, finally succumbing to deep regret .

What Yoshinaga captures so well is subtlety of emotion and the agony of time. The progression of the characters’ expressions during this sequence are almost painfully slow, placing the reader in the same sort of stopped-time state each of the boys is experiencing—that sense of being frozen in one time and place that only happens in moments of deeply negative emotion. Nobody gets off easy, especially Boy #1, who is stuck living with the consequences of his actions long after Boy #2 has escaped from the moment. The art is so simple, but the effect is chilling.

MICHELLE: I positively adore the phrase “the agony of time.” Yoshinaga uses repeated sequences of panels quite a lot, and while this one is painful, I can recall others that cycle through surprise, thoughtfulness, and then smiling acceptance. It’s a technique that’s very versatile!

Here, I find myself struck by the third and fourth pages particularly, particularly as regards where Boy #1 is placed on the page. The third page emphasizes how very alone he now is, after driving off his companion, and the fourth places him very low on the page. I wonder if this last reflects his opinion of himself, after he has treated his classmate so shabbily.

MJ: I wondered that as well! And yes, the empty space that’s left in the wake of Boy #2’s departure is significant in terms of how we experience the scene and the state of mind Boy #1 has been left in. Though our sympathy, of course, goes out naturally to Boy #2, it’s hard not to be moved by Boy #1’s obvious regret. As a reader, I want to somehow reach into the page and compel him to go after Boy #2, which adds a bit of frustration to the mix as well.

MICHELLE: Yes, this definitely emphasizes how stuck he is, both physically and mentally. And will continue to be, even after he moves from this spot, as the story makes clear that Boy #2 has moved on from this moment but Boy #1 has never been able to quite forgive himself for it.

MJ: It’s really quite brilliant, the way she tells the stories of these two men, isn’t it?

MICHELLE: It really is. I suspect “Yoshinaga” is actually just a synonym for “brilliant.”

MJ: I really don’t know what to say after that. 🙂

MICHELLE: Maybe we should take our cue from these artists and know when to remain silent!

That’s it for this month’s Let’s Get Visual. Thank you for joining us and, as always, please feel free to share your personal opinions on these pages in the comments!

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.

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.

Let’s Get Visual: Annnnnd Action!

MICHELLE: Welcome to the second installment of Let’s Get Visual, the monthly column in which MJ (of Manga Bookshelf) and I attempt to improve our admittedly lacking skills in visual analysis!

In the comments section of last month’s post, it was suggested that we choose selections that would allow us to “examine movement and panel-to-panel storytelling.” This notion intrigued us, so MJ and I have done our best to fulfill this request, though I must admit that mine doesn’t exactly meet the qualifications of an “action-heavy scene.”

MJ: I admit I found the request a little daunting. Though I read a lot of manga that contain action sequences, I tend to kind of zone out during many of those moments, particularly if I find the action difficult to follow. Then I realized, of course, that this offered a great opportunity to think about instances in which action scenes really work for me and why.

MICHELLE: When we first received this request, I thought I might end up choosing a fight sequence from One Piece, but in the end, I found a low-key scene that nonetheless inspired awe. But enough of me, why don’t you start us off this time? And remember, folks—all images can be enlarged by clicking on them.

Banana Fish, Volume 8, Pages 130-135 (VIZ Media)

MJ: Since we just finished the latest installment of our roundtable discussion, Breaking Down Banana Fish, I had Akimi Yoshida’s Banana Fish on the brain, so the pages I’ve chosen are from that series, late in volume eight. The story’s protagonist, gang leader Ash Lynx, is engaged in a showdown with his enemy, Frederick Arthur. The fight was supposed to be one-on-one, knife only, with a neutral witness in a closed subway station, but Arthur has used his mob ties to pull off an ambush with a subway train full of his gun-toting boys. Once Arthur breaks the rules, though, the fight’s original witnesses (there end up being two) call out their own boys to back up Ash, so Arthur’s gang attempts to retreat on the same train they arrived in. That’s where these panels begin.

What really strikes me here is Yoshida’s use of sound effects throughout these panels. I’m the kind of reader who generally ignores sound effects, but here they are vital to the tone of the scene. In this empty, echoing subway station filled with a lot of really tense guys, it’s the sounds that drive their responses more than anything. Sing’s gang bursting out of their hiding places, Ash’s gun releasing its empty shells onto the cement floor, bullets reloading, the echoing gunfire, and then the labored clacks of the subway train pulling away, leaving Cain and Sing behind in the emptiness of the station—these sounds dominate each page and move the action forward. Whoever’s decision it was to translate these sound effects into English really made the right call, in my view, because this entire sequence would die without the full comprehension of the sounds.

I particularly like the second-to-last page, in which both Ash and Arthur stand separately, with only the heavy clack of the train and the sounds of their own, tense, breathing in their heads. That panel makes the silence surrounding Cain and Sing on the last page feel even more intense.

MICHELLE: I think you may be on to something there. Now that I’ve reread it and paid special attention to the sound effects (which, by the way, I always read, even if they’re in katakana!) I can completely see how the loudness of the train followed by the absence of sound emphasizes the emptiness of the station as well as Ash’s shocking departure.

When I first read this scene, the part that struck me the most was the top right of the second two-page spread, where Ash eyes the door, we see a foot, and then he comes sailing through it. I love how this was conveyed so economically, and in a way that allows us to fill in all the steps in between.

MJ: I’m really glad you brought that up, because I think economy is really the key in drawing clear action sequences. Some of the backgrounds here are pretty cluttered, due to the heavy graffiti on & in the subway cars, so it’s the clear, simple action shots that help keep our focus. There are a lot of speed lines here, but they are thin and subtle, drawing our eyes in the right direction without making us aware of them. And her choice of details is spot on.

For instance, when Ash is ripping tape off of his leg to get at the extra bullets he carries, Yoshida focuses on Ash’s pained face as the tape comes off, rather than the action itself, with the sound effect cluing us in. Then she follows it up with a close-up on the bullets going into the gun. She goes from precise actions like these into increasingly broader frames, until the bottom of the page where we finally see Ash opened up against Arthur’s gang. It’s so effective, the way she takes us from the tense intimacy of Ash’s personal space into the vulnerability of the wide-open platform, so that we experience the progression just as he does.

MICHELLE: That’s an excellent description of what’s going on. Interestingly, the consideration of perspective—where our characters are in relation to the world they inhabit—figures large in my example, as well.

MJ: Let’s talk about that then, shall we?

BLAME!, Volume 6, Chapter 36, Pages 152-155 (TOKYOPOP)

MICHELLE: Alrighty. I’ve selected four pages from Tsutomu Nihei’s BLAME!, not for the action—which essentially consists of two people walking around—but for the elegant panel-to-panel storytelling.

BLAME! is a rarity for me in that it’s a series that interested me because of its art rather than it’s story. BLAME! stars Killy, an emotionless young man equipped with a powerful gun, and depicts his journey through a labyrinthine structure of concrete and steel as he searches for humans containing “net terminal genes,” which will allow a person to interface with the netsphere that originally created the sprawling place. The reviews I read praised Nihei’s architectural sensibilities, which was enough to sway me to check out the series. Along the way, Killy acquires a companion in Cibo, whose origins are too complicated to go into, and they begin to journey together. In this sequence they’re ascending to another level of the massive structure, hoping to find a lab where they can read a genetic sample they’ve acquired.

We first see them climbing up a long, spindly column as they approach a circular opening in the roof above them. From the swirling mists and lack of a floor below them, we get the sense that they’ve already been climbing for a long time. In the next set of pages, Killy and Cibo are suddenly walking up a staircase, but the perspective of the scene—showing the circular opening and the column descending out of sight—make absolutely clear how their new position relates to their old one.

On page 155, Killy and Cibo approach a door. This door has four pipes coming out from it, three going up and one to the side. At the bottom of the page, Killy and Cibo are now silhouetted against an opening, and even though we’re looking at them from the other direction now, there are those pipes again, showing us clearly that they’ve now stepped inside.

BLAME! is full of scenes like this. I think it’s another example of the economy we were praising in Akimi Yoshida’s art—readers are given a recognizable landmark or two and that’s all they really need to understand the characters’ movements. It produces a sense of motion while at the same time making this fantastic place seem somehow more real.

MJ: I really love how these panels provide such a sense of scope, and how small and vulnerable the characters are in their environment. You’re absolutely right that it makes the place feel more real.

MICHELLE: This is a zoomed-in moment of their journey, too. When they’re covering a lot of ground, scenery passes more quickly, as if it’s being fast-forwarded. Not that it’s any less detailed or gorgeous, for all that.

MJ: Also, I think the final panel here is effective, too, as small as it is. The pause in the open doorway has an anticipatory feel. I want to know what the character is seeing in front of him.

MICHELLE: Exactly. BLAME! really is a page-turner, and even with its tendency to sometimes not make very much sense, it’s still a quick and enjoyable read. Incidentally, Tsutomu Nihei is also the man behind Biomega, a series currently being released under the VIZ Signature imprint. If anyone’s curious to check out his work, that might be an easier option, since most of BLAME! is now out-of-print.

MJ: I think I’ll check that out myself!

MICHELLE: Well, that’s it for this month’s Let’s Get Visual. We look forward to your feedback and hope you’ll join us again next time!

Banana Fish 7-8 by Akimi Yoshida: A

In these two volumes, Ash largely leaves the follow-up concerning Banana Fish to reporter Max Lobo and his colleague, Steve, and instead sets his sights on exacting bloody vengeance against Arthur, a former member of Ash’s gang who betrayed him. At first, it seems like two major events are going to complicate things for Ash—namely, that he’s the prime suspect in the arson at Dino Golzine’s mansion and that Dino has traded a sizable contribution to a politician’s campaign in exchange for legal custody of Ash.

Ash, however, neatly sidesteps both threats, executing a two-pronged financial attack against Dino and fooling the cops into thinking he’s the privileged son of a banker. This leaves Ash free to order a massacre, culminating in a riveting one-on-one (at least, it was supposed to be) fight between Ash and Arthur in a deserted subway station. Meanwhile, Ash attempts once again to get Eiji to return to Japan, though not before revealing some of his pain and vulnerability to him.

We see so many different sides of Ash in these volumes. When he’s alone with Eiji he allows himself to cry over what he’s become, sharing memories both painful and amusing (the pumpkin story!), and reveals that he never once wanted to be “exceptional.” Ash is too pragmatic to indulge in wishes, but one gets the sense that if he would let himself dream, he would want a quiet life where he’s free to be a kid, which is exactly what he gets by being with Eiji. There’s an extraordinarily touching scene where he simply needs Eiji’s presence so much that he asks him to stay with him a while, and Eiji, with a look of profound peace upon his face, replies, “Forever.”

Things can’t stay so calm, however. Eiji, confused by how Ash can sob into Eiji’s lap one moment and kill someone the next, takes issue with Ash’s cold-blooded vengeance. “Which is the real one? Or do they both exist side by side in you, without contradiction?” he thinks at one point, and he’s not even privy to the third side of Ash—the absolutely brilliant one who not only orchestrates the attack on Dino but is able to analyze the political situation prompting some high-ranking officials in the US government to employ Banana Fish for their own ends.

Simply describing some of these scenes is not doing them justice. What emerges is a fascinating portrait of an intelligent and wounded young man who is absolutely determined to survive the hand he’s been dealt, and conceals his hurt and insecurities under a veneer of coldness. Ash is prepared to send Eiji away because his friendship is dangerous to him, but if he succeeds he would also be sending away his one outlet, the one person in front of whom he doesn’t need to pretend to be okay. Ash is a broken badass and man, who would have thought I could love him more now than I did after volume six? And yet I do.

I only wish the art were better. It might just be me, but I do think that Ash is drawn much more handsomely now than in early volumes, and looks especially snazzy in his glasses and designer duds while posing as the rich kid. Unfortunately, black characters still look pretty awful, though one new black character—Cain, the leader of a neutral gang—is a great new addition to the cast. I hope he sticks around. Too, a lot of times characters shown in profile look like they have pillows shoved up under their shirts. What is up with that?

It’s always hard not to continue to the next volume when I get to the end of an installment of Banana Fish, but this was harder than most. Still, I don’t want to get too far ahead of the roundable discussion, which you should keep an eye out for at Manga Bookshelf.

Bakuman。1 by Tsugumi Ohba and Takeshi Obata: B+

Moritaka Mashiro is bored. For his fourteen years of life he’s merely gone along with the flow, a path which is destined to end with him becoming a normal white-collar worker. He doesn’t want this, but sees no alternative until Akito Takagi, the top student in class, notices Moritaka’s artistic skills and proposes that the two team up to create a manga. Moritaka is resistant at first—he’d much rather loaf around and play video games—but when the object of his affections (and aspiring voice actress), Miho Azuki, agrees to marry him when his manga becomes an anime, he is suddenly unstoppable.

Moritaka expects resistance from his family—after all, his uncle essentially killed himself by trying to become a successful manga artist—but they’re surprisingly supportive and it turns out that his uncle’s studio has been preserved, untouched, since his death. I absolutely adore the chapter where Moritaka and Akito rush to the studio for the first time—it is seriously a manga-lover’s dream. Not only are there plenty of artistic supplies, but there are shelves upon shelves of manga (“for reference”) as well as neatly organized boxes of storyboards and final drafts. All of the scenes with the boys working on their story—they decide to submit a final draft for consideration by the end of summer break—are absolutely fascinating and bring home just how grueling creating comics can be.

There are a couple of problematic things about Bakuman, however. Moritaka and Azuki’s pledge to get married when they achieve their dreams—without dating in the meantime—is pretty silly, but not out-of-character for a couple of fourteen-year-olds. The fact that they’ll be encouraging each other via e-mail, just like Moritaka’s uncle was encouraged by letters from his classmate, who just so happens to be Azuki’s mother, is a coincidence I could’ve done without. In general, this whole subplot failed to interest me; I was much more interested in the boys’ efforts to get their manga off the ground, but I suppose listless Moritaka needed to find motivation somewhere.

More significantly, many reviewers have taken issue with the displays of sexism in Bakuman. Having now read it for myself, I get the impression that certain characters are sexist but I’d stop short of applying that label to the series as a whole. This makes me wonder, though… why, when characters in Bakuman say things like “She knows by instinct that the best thing for a girl is to get married and become somebody’s wife” or “Men have dreams that women will never be able to understand” does it not piss me off as righteously as when characters make very similar comments in The Color Trilogy by Kim Dong Hwa?

I think it depends, for me, on who’s saying it. If, as in the case of The Color Trilogy, a male author puts such words into the mouths of female characters, I can’t seem to help getting peeved about it. In Bakuman, the speaker of the first line above is Akito—in other words, just an overconfident teen who thinks he knows everything. He goes on to say he doesn’t like a particular girl in class because she’s proud of how well she does in school, but when Azuki’s mother later tells him she doesn’t like smart guys, he flails about and says, “But that’s just your taste.” Perhaps what he earlier presented as deep insight about Azuki was really his own taste coming through. The second line above, about men’s dreams, though technically spoken by Moritaka’s mother, is actually a quote from his off-camera father and was easy for me to dismiss as, “Oh, he’s just an older man with outdated opinions.”

I’m not trying to argue that these characters aren’t sexist, but they don’t succeed in getting my dander up and certainly will not deter me from reading more of the series.

Bakuman is published in English by VIZ. One volume’s been released here so far, while the ninth volume of this still-running series came out in Japan last month.

This review was originally published at Comics Should Be Good.

Review copy provided by the publisher.

Let’s Get Visual: Warm-Up Exercises

MICHELLE: Welcome to a brand-new Feature here at Soliloquy in Blue: Let’s Get Visual! Each month, Manga Bookshelf‘s MJ and I will select a page or sequence of pages from our recent manga reads that we find intriguing and attempt to develop our visual-critiquing muscles by sharing our thoughts about it. Neither of us is particularly adept at this, but it’s our hope that by a little regular exercise, we’ll get better.

MJ: Should we talk a little about why we each decided to do this?

MICHELLE: Personally, I’ve always felt that my attempts to discuss comic or manga art have been desultory at best. Usually, they take the form of an afterthought paragraph tacked at the end of the review after I’ve said everything I have to say about the plot and characters. I’ve read a few things about pacing and paneling online and, in general, would simply like to be stronger in this area and train myself to think more about it while I read.

MJ: I think my motivation is very similar. I know what works for me as a reader and I can even take a stab at expressing why, but I don’t really have the vocabulary necessary for discussing the visual aspects of comics, despite my love for them. I’m hoping I’ll get some help with that from the folks who read this column, and that it might give me a greater understanding of this medium that I spend so much of my time thinking and talking about.

MICHELLE: Yes, I’m hoping we’ll get some (hopefully benevolent) guidance, too! With that, shall we get started?

MJ: Yes, let’s!

MICHELLE: For our first attempt, we’ve started simply; I’ve picked one page from volume three of Rei Hiroe’s Black Lagoon while MJ has chosen a sequence of pages from the game-changing fifteenth volume of Yumi Hotta and Takeshi Obata’s Hikaru no Go. All images can be enlarged by clicking on them.

Black Lagoon, Volume 3, Chapter 17, Page 112 (VIZ Media)

MICHELLE: A little background information is required to explain why I found this page from Black Lagoon so interesting. The protagonists of this series are the Lagoon Traders, operating in the waters of South Asia. They routinely accept dangerous jobs, but the one they’re currently on—attempting to deliver detailed Hezbollah plans to a CIA agent—is more fraught with peril than most. They’re being pursued by a number of other vessels and their chances of getting away are slim.

The basic layout of this page—two long horizontal pages on top, one long vertical column on the far right, then some shorter panels on the bottom left—is one that Hiroe has used a few times in the series so far. What struck me in this particular instance is how the flow of the panels directs one’s eye, and how that direction mirrors the characters’ spirits.

In that vertical panel in the bottom right, Rock is dejected. He has finally acknowledged that they’re doomed, and the trailing bottom edge of that panel and placement of Dutch’s dialogue bubble pulls our eyes just about as low as they can go, just like Rock’s hopes. But then Revy has an idea, and our eyes locate her halfway up the page, like a cautious rebound of hope. The rest of the page involves the whole team expanding upon her plan, including the mention of the explosives that will be their ticket to escape.

This may look like a very simple page, but its execution is nothing short of elegant.

MJ: Oh, that is nicely done! I’ll make a comparison here using a medium I do have the vocabulary to discuss intelligently. Your observation here reminds me of something I frequently talk about with my voice students (I used to be a singer, and I still teach) regarding various composers’ level of skill in writing for singers. The best composers tell you everything you need to know about what you should be feeling in any particular moment—whether you’re singing opera, art song, musical theater, whatever—using music only. Pitch, rhythm, dynamics—everything is there if you just pay enough attention, and as long as you use those tools given to you, your audience will understand, whether they speak the language you’re singing in or not.

This visual language reminds me very much of that, and I feel like even if we were looking at this in Japanese, though we’d certainly lack specifics, we’d still comprehend the emotional trajectory of the story here.

MICHELLE: That’s a very apt comparison. Rock’s body language being so easy to read helps, too.

MJ: So, what else do you like about this? I was wondering if you had particular thoughts about the final panel, which suddenly zooms high above them.

MICHELLE: I think this is meant to emphasize how much of a team solution it is. I also love that although the original suggestion about the Semtex does not have a tag on it to designate the speaker, the way everyone else is turned toward Revy suggests that she was the one who spoke.

MJ: Oh, you’re much smarter than I am, though I did have a thought as well. I was thinking about what you said in your original paragraph about the rest of the panels being about the whole team expanding on Revy’s idea, and I thought “expand” was just the word I’d use to describe that final panel. Most of the rest of the page is made up of close-ups, and then that one just zooms way out, suddenly lending a real sense of space.

MICHELLE: Ooh, that’s a very clever point! Go you! Anyway, that’s all I’ve got this time. Why don’t you tell us about the pages you chose?

Hikaru no Go, Volume 15, Chapter 124, Pages 74-77 (VIZ Media)

MJ: Okay, so I’m not even going to introduce these pages, because part of what I think is so brilliant about them is that I don’t have to.

So, you’ve got Hikaru, who is obviously really tired, in that sort of raw way that can only really exist when you’re forcing yourself to be awake. His entire body expresses this, and he’s pretty much holding up his head with his hand. Someone’s talking to him (readers of the series will understand it to be Sai), but Hikaru’s so out of it, he’s not even really with him. Hikaru’s unmoving, frame after frame, in a kind of zone of nothingness.Then something happens at the bottom of the first page and *wham* the door behind Hikaru is sharp again, like the world has shifted from a half-dream state into the harsh light of day.

The real awakening, though, happens on the next page, when Obata widens the lens to make the empty space in the room the focus of panel. This is accented perfectly by the curtains blowing the breeze and the bright sun lighting up the room. Everything is set to evoke a feeling of wide, empty space in this tiny little room. I can almost hear the sounds of everyday life outside that might be wafting in to this quiet room through Hikaru’s open window.

My favorite touch, though, is the way this ends. That wide shot could have easily been the last image in the chapter, and probably it would have had even more impact if it had been. But rather than leave readers with the dramatic lack of Sai, the next two panels bring us back to the *presence* of Hikaru. He’s small, he’s bewildered, and he’s just been awakened in a really harsh way, but there’s a warmth and poignancy in those last two panels that reminds me why I love this series so much.

MICHELLE: There are two things in what you’ve said that really resonate with me. Firstly, I’m struck with the import of the door. I almost feel like I’m back in tenth grade, analyzing poetry, but now that you’ve mentioned its abrupt clarity, I’m convinced that there’s some pretty heavy symbolism behind that door being so conspicuously and firmly shut.

Also, I had the exact same reaction to the open window and billowing curtain—I felt like I could hear the sounds of everyday life carrying on even after something immense has happened. This reminds me of the scene in “The Body,” the fifth-season Buffy the Vampire Slayer episode in which Buffy comes home to find her mother dead on the couch. At one point she steps outside and there’s the world, carrying on as normal while she is going through something devastating.

Lastly, the one thing in that scene that draws my attention in a strange way is the reflection of the books on the floor opposite Hikaru. It’s such a small detail, yet it seems to emphasize the emptiness even more.

MJ: I actually thought of that scene from “The Body” when I was writing here, and I wondered if you’d bring it up! Yes, that’s exactly the kind of thing I mean. I love your observations about the door and the reflection of the books, too. I think you’re absolutely right on both counts.

MICHELLE: I can always be counted on to reference Buffy! It’s interesting that we both chose examples wherein someone has their back to the audience; it seems like that’s something that may not happen too often, though I’ll have to pay more attention from now on to see whether that’s really true. Why do you think Obata decided not to show Hikaru’s expression right away?

MJ: I think he didn’t need to. I think Hikaru and the reader are feeling the same thing in that moment, so illustrating it is totally unnecessary, and doing so might actually lessen the panel’s impact.

MICHELLE: I think so, too. It would place a limit on Hikaru’s comprehension of the situation, as well.

MJ: I also like the fact that when we do see Hikaru’s face in the next panel, it’s not straight-on. The vantage point and slight distance makes it clear that he’s still processing what’s in front of him (or not) . It also makes him appear small and vulnerable, but not in an overly cartoonish way. It’s perfect.

MICHELLE: I agree! Well, how do you think we did, our first time out? We might be a bit sore tomorrow, but it certainly felt good to stretch some little-used muscles.

MJ: I think we did all right… hopefully scoring relatively low on the scale for potential embarrassment. Heh. I’m really looking forward to seeing what kind of wisdom we might glean from our more knowledgeable readers!

MICHELLE: As am I. We look forward to your feedback, and hope that you’ll join us again next month for the next installment of Let’s Get Visual!

One Piece 25-27 by Eiichiro Oda: B

I’ve heard a lot about the Skypiea arc of One Piece, though I actually knew zero specifics about what Luffy and his crew would encounter once they reached the legendary island in the sky. More, I seemed to absorb the general idea that this arc is really awesome and everyone loves it. Alas, I don’t love it yet, but there are some things I do really like about how the story is shaping up.

Volume 25 begins with the Straw Hats meeting Mont Blanc Cricket, the descendant of a notorious liar named Mont Blanc Noland who swore ’til his death that he saw a city of gold on an island called Jaya. Noland’s so notiorious, in fact, that there’s a children’s book written about him, and Mont Blanc Cricket’s life was essentially ruined by being related to this fellow. He now spends his days diving into the seas around Jaya in search of the sunken city, aided by a couple of monkey pirates who believe that Noland was telling the truth.

All Mont Blanc Cricket has to show for his ten years of effort is a small collection of gold artifacts, and when those are stolen by a gang of pirates, Luffy goes to get them back. I like how this local pirate, Bellamy, is given some attention beforehand, as if he’s someone to really be feared, but Luffy ends up taking him out with one punch. In gratitude, Mont Blanc Cricket and his monkey minions customize the Merry Go to survive the Knock-Up Stream, a vertical blast of water that’ll convey them to Skypiea and which is conveniently scheduled to go off the very next day.

Once on Skypiea, Luffy and Usopp proceed to act like greater idiots than usual and everyone is branded as trespassers because they enter without paying the required exorbitant fee. Duly, they’re hunted down, and the citizens of Skypiea are required to turn them in because their actions are monitored by a vengeful “kami” who rules the island. The Straw Hats are conveyed to a sacrificial altar to await Kami’s judgment or something, but can also save themselves by triumphing over various challenges set by his vassals.

Up to this point, the Skypiea arc is actually kind of boring. I think the main issue is that, though we’re learning about the somewhat crummy way of life on Skypiea, including a never-ending war between the kami and some Native American-esque people called the Shandians, Luffy and his crew are not involved. It sort of seems like it’s their job to go around, righting miserable conditions on the Grand Line, but actually, they really only get involved with civil strife when they’ve been asked to do so. Here, nobody’s asking, so the conflict goes on without them. This does make for some great moments, though, like when a Shandian attack distracts the kami’s vassals, allowing our heroes to have a leisurely journey through a dangerous jungle on a boat that goes “putt putt putt.”

I also really like seeing the Straw Hats actually acting like pirates and looking for gold. The end of volume 27 features the crew split into two teams and heading for the spot where they believe Mont Blanc Noland’s city has ended up after being struck by the Knock-Up Stream, and it seems poised to be pretty fun. I like what Nico Robin brings to the crew—she’s reserved and far more mature, but seems to be benevolently tolerant of their zany enthusiasm. I hope she sticks around.

Lastly, I enjoyed the glimpse of the wider world Oda reveals in this volume. For the first time, Luffy’s reputation has begun to precede him, and we see locals respecting him because of the high bounty that’s been placed on his head. We also glimpse the members of the world government and a few more of the warlords of the sea. It’ll probably be quite some time before we come back to these people, but I’ll always appreciate how Oda plants the seeds for future plotlines so seamlessly.

So, in the end, the Skypiea arc isn’t my favorite just yet, but this is still One Piece, so it’s not as if it’s in the least bit bad.