S.Q. Eries's Blog, page 12
October 11, 2022
Manga Review: The Royal Tutor Vol. 17
Rich, handsome young men, each with his own distinct personality…this type of bishounen cast is a staple in shojo manga. And if you like yours with a generous helping of chibi humor, you should definitely check out Higasa Akai’s The Royal Tutor. Read on for my review of Volume 17. (For my reviews of other volumes click here.)
Thanks to Heine’s teachings, the four princes have overcome a lot and matured into leaders in their own right—so the time has come for King Viktor to officially choose the heir to the throne. But in order to do so, he gives his sons one last task: to give a speech in front of the entire kingdom. Having never given one before, the four younger princelings are at a severe disadvantage…but luckily, they’ve got Heine to whip them into shape! The royal comedy about princes and their tutor comes to a majestic end in this final volume!
The ReviewIt’s the final volume, and the series wraps up with an extra-long installment – 242 pages! But even though it’s so long, it really just focuses on one arc. After a single chapter that briefly reunites Heine with his old acquaintance Gustav, the king announces his final test to decide his successor: a public speech at the Founding Day celebration at Weinner City Hall.
Thus Heine’s last group lesson in this series is public speaking! Interestingly, despite his presentations in the academic realm, Bruno considers himself a novice and freaks out as much as his brothers when the royal tutor assigns them a speech in front of the palace staff as practice. And because public speaking generally doesn’t come naturally and is a huge fear for many, their struggles leading up to the practice run are both funny and relatable.
Then Heine unexpectedly kicks the princelings out of the nest by declaring he won’t provide any assistance for the actual Founding Day speeches. Thus, as the princelings rely solely on their own efforts to accomplish the task, Heine’s job switches from instructor to cheerleader. Joining him in encouraging the princes are all the side characters with whom they formed connections throughout the series. Surprisingly, Eins and Count Rosenberg also offer genuine words of support right before they present themselves at the City Hall ceremony.
By the way, for those who enjoy admiring the princes’ wardrobe, they don formal wear for the occasion, which I don’t believe we’ve seen before.
As for the speeches and the king’s ultimate decision, I won’t give away the ending, but it was both like and unlike what I expected. The princes have always harbored affection for each other (this manga is definitely NOT a cutthroat succession drama), so it’s no surprise that it incorporates a collaborative spirit. However, the issue of Eins’ lingering problem around women is addressed in an unexpected way. Anyway, the resolution isn’t exactly simple, but readers will likely find it satisfying.
And yes, like most manga, the ending includes a glimpse of the main characters’ futures.
Extras include illustrations on the inside of the covers, the first page printed in color, and afterword.
In SummaryThe series wraps up with a final test – a public speech! Heine’s mission from Day One was to train the four princelings into suitable candidates for the throne, and now they must prove themselves without their tutor’s help. That’s not to say they don’t get encouragement, and this final volume includes cameos from characters we’ve met throughout the series. As for the ultimate conclusion, it’s… uh, complicated? Even so, fans will likely approve of The Royal Tutor’s harmonious conclusion.
First published at The Fandom Post.
September 27, 2022
Manga Review: The Geek Ex-Hitman Vol. #1
There’s no shortage of gangster-centric manga, and it includes a subset of comedies like The Way of the Househusband, where the toughest denizens of the underworld embrace an entirely new lifestyle. The Geek Ex-Hitman falls into this category, with otaku culture as the new lifestyle and the slight variation that Marco is Italian, not yakuza. Read on for my review of Volume 1.
In his life as a hitman, Marco never failed to eliminate his targets. Known throughout Italy as “The Oracle of Florence,” he made a name for himself executing his missions quickly and silently, with no hesitation. However, one day, in the course of his work, he comes upon a remarkably cute figurine that will change his life forever! Determined to track down the source of such a charming visage, he leaves Italy behind to immerse himself in the world of anime, manga, and games! But his departure ruffles more than a few feathers, and now, with a bounty on his head, Marco can’t let his guard down just yet…
The ReviewMarco is “The Oracle of Florence,” a.k.a. T.O., one of Italy’s top assassins. But his life takes a turn when he encounters a remarkably cute figure during a hit. Utterly charmed, he abandons the Italian underworld and moves to Japan to immerse himself in anime and manga! But a new leaf doesn’t erase his sordid past, and the Italian government sends out its best to eliminate him.
I was puzzled at first that the translation used the older term “otaku” in favor of the more recent “weeb.” It turns out the choice is deliberate because Marco’s T.O. handle gets misinterpreted by his weeb community as the acronym for “Top Otaku.” If you know Italian, you’ll realize T.O. doesn’t make much sense as an Italian moniker, but if you don’t sweat that detail (and the fact that all the Italians have no trouble communicating and interacting with the Japanese populace), the dialogue’s pretty funny.
The story opens with Marco in Japan and fully entrenched and accepted in the otaku community. But while he’s adopted all weeb mannerisms, he still–as you might expect–retains all his assassin skills.
The chapters are short. The 194-page volume contains 11 chapters. I expected this manga to be episodic, that it would be a collection of short anecdotes about how Marco’s appearance doesn’t jibe with the personality beneath. While the first three chapters are along those lines, things change once Secret Agent Viviana enters the story.
Unlike Marco, Viviana is a lifelong weeb and hard-core fujoshi to boot. Thus, she’s thrilled to get sent to Japan for her newest mission. However, she’s thrown out of sorts when she discovers that she and her target T.O. have more in common than she realized. The POV shifts to Viviana for certain scenes, and the BL scripts she overlays onto Marco during her stakeouts are hilarious.
Then a third Italian, Andre, gets added to the mix. Unlike Marco and Viviana, he despises otaku culture. Ultimately, he winds up the unwilling normie that the other two drag into their weeb activities.
Due in large part to this combination of personalities, I found this highly trained killers/weeb culture combo really entertaining. However, I’m biased because I’m a long-time otaku. Newcomers unfamiliar with Comiket, doujinshi, and anime tropes probably will have trouble grasping much of the humor. Also, the characters are all grown adults, so this title will likely resonate more with older readers.
Extras include first page in color, artwork on the inside covers, three pages of bonus comics, and translation notes. Oddly, the honorifics list of the translation notes does not include the -shi honorific used by Marco and his otaku compatriots.
In SummaryIf you’re not versed in anime/manga culture, The Geek Ex-Hitman might not be a good fit. But if you’re an established weeb, this title’s entertaining in how it juxtaposes a hardened Italian cast with otaku tropes. The artwork complements the jokes well, and overall, it’s lighthearted if otaku-heavy fun.
First published at The Fandom Post.
August 30, 2022
Game Review: Disney’s Happiest Day Game: Magic Kingdom Park Edition
I generally review books with the occasional video thrown in. However, I recently had the chance to get an early peek at a couple of Disney-themed board games produced by Funko Games. Read on for my review of Disney’s Happiest Day Game: Magic Kingdom Park Edition!
It’s a delightful game of sharing and discovery! Visit exciting attractions, meet cherished characters, and experience magical moments throughout Magic Kingdom Park. Along the way, you’ll share your favorite ways to spend the day. When Tinker Bell reaches the top of the castle, the game board magically transforms from day to night! It’s an enchanting adventure every time you play!
The ReviewFor those who can’t visit Disney’s Magic Kingdom often enough, Funko Games has released a game based on the theme park. And because the Magic Kingdom is so heavily geared toward children, so is this game.
The “Happiest Day Game” includes a two-sided board, balloon tokens, Cinderella Castle token holder/Tinkerbell tracker, park cards, spinner, and six plastic character figures (Mickey Mouse, Minnie Mouse, Donald Duck, Daisy Duck, Goofy, and Pluto). Instructions are provided on a pamphlet, but for those who prefer to watch a video, Funko has one available on YouTube. Both the pamphlet and the video are easy to follow.
The board design is based on the layout of the actual Disneyworld theme park. Players basically maneuver their character pieces to park spaces and train spaces connected by different color paths. Each park space features three small pictures representing a character, location, or attraction associated with that section of the theme park. These character/attraction/location pictures match the pictures printed on the park cards.
The object of the game is to gain points by traveling to the spaces where the pictures on your park cards are located. Players obtain balloon tokens by spinning the spinner and then use the tokens to move along the colored paths.
To make things a little more interesting, the board changes midway through the game. It’s somewhat misleading the way the back of the box states: “the game board magically transforms from day to night!” Nothing actually transforms; rather, players take all the pieces off the board, flip the board to the other side, and set up the game again. In addition to a different color scheme to indicate nightfall, there are subtle differences on the night side that affect gameplay. Some of the color routes are different, and although the locations and attractions stay in the same spaces, some characters move within their section of the park.
The way I’d describe this game is that is a simplified version of Ticket to Ride combined with Where’s Waldo? It’s like Ticket to Ride in that you earn points by traveling to locations indicated by the cards you’re dealt. It’s simplified in that travel boils down to one token per matching path. There’s also no penalty for not reaching every destination, and players have no way to undermine the movement of other players.
As for the Where’s Waldo? aspect, there are a lot of teeny pictures crowded onto this board. In addition to the images corresponding to the park cards, there’s a ton of other non-game details crammed in between park spaces. As such, the bulk of playing time went toward locating the attractions/location/characters on our cards.
Which leads to a criticism of the game’s physical design. The literal centerpiece of the board is Cinderella’s Castle, which is a combination token holder, special park space, and gameplay “timer.” Just like in the theme park, it’s located in the middle of the board, and the 10″ x 6.5″ cardboard castle is artistically pleasing and visually impressive. However, it absolutely gets in the way when you’re scouring the board for pictures. After our second game, we got tired of having to look around the castle and moved it off the board.
However, other players might feel entirely different about the castle and masses of pictures. For a child who is less competitive and more interested in enjoying the artwork presented upon the game board, half the fun could be in perusing the vast array of pictures. But for those with a more competitive bent, it’s a bit irritating.
Another criticism of the game design is the character figures. Each is fitted with a circular base that’s nearly the same diameter as the park spaces. So when two players end up on the same space, it gets awkward (as we discovered). And because the game goes up to six players, it can get really crowded.
Still, the game has a lot to offer, especially to children who may not have mastered reading or math. The game is very visual; it’s about matching colors and pictures and making spatial connections. The only counting involved is when players count the points at the end. Occasionally, gameplay involves answering questions printed on the park cards, but everyone’s cards are visible to all players, so an adult or older child can help a younger child read.
By the way, the advertised playing time is 20 minutes. Having tested out the game with two and four players, I would argue that it’s at least a 30 minute game (because you’re constantly locating pictures) and that the playing time increases with additional players.
In SummaryDo you love Disneyworld’s Magic Kingdom? Then this re-creation of the theme park in board game form is worth checking out. The design is visually stimulating, and the game is simple enough for small children to play. I’d argue that the playing time is 30+ minutes rather than the advertised 20 minutes, but even if it’s not necessarily a quick game, it should keep Disney fans of all ages engaged.
First published at the Fandom Post.
August 16, 2022
Game Review: Disney’s Return of the Headless Horseman
I generally review books with the occasional video thrown in. However, I recently had the chance to get an early peek at a couple of Disney-themed boardgames produced by Funko Games. Read on for my review of Disney’s Return of the Headless Horseman Game!
After midnight in Sleepy Hollow, the town comes to life with spooky sounds and creepy creatures! Ichabod is frightened and needs your help!
Work together to get him to the covered bridge before the Headless Horseman heads him off! It’s a family game of frightful fun!
The Review“The Legend of Sleepy Hollow” isn’t exactly one of Disney’s showcase works. The artwork is goofy, and the tone is a weird combination of slapstick and scary. As such, I was quite surprised at the high production quality of Disney’s Return of the Headless Horseman Game. In addition to being an engaging Halloween-themed game, it’s designed like a collectors’ item.
The colors of the box are vibrant. The design of the top half of the box is reminiscent of a fancy photo album, and it’s even embossed to give it that leather-bound texture. On the edges of the box’s bottom half are beautifully rendered scenes from the movie. And when you open the box, the first thing you see is a captioned illustration reminiscent of a storybook opener.
As it turns out, that illustration is printed on the back of the game board. So it serves no purpose other than providing a nice visual when you remove the box lid.
In addition to the board, the game comes with a Headless Horseman figure, an Ichabod figure, a set of cards, Scare tokens, and a speed tile. The Scare tokens and speed tile are of thick cardboard, and each card is printed with its own unique illustration. As with the box, the quality of the card and token artwork really make the game feel like a collectors’ item.
Part of the gameplay includes spinning for numbers. Instead of a regular spinner, this board has a spooky tree-shaped spinner, which is a nice touch. (Plus it spins very smoothly.)
Instructions are provided on a pamphlet, but for those who prefer to watch a video, Funko has one available on YouTube. Both the pamphlet and the video are easy to follow.
The Headless Horseman is a collaboration game. That means there are only two character figures even though up to four can play. In most path-style games, individuals race to finish first, but in this one, all the players work together to keep the Ichabod figure as far from the pursuing Headless Horseman figure while avoiding “Scare” spaces on the board.
The movement of Ichabod and the Headless Horseman are determined by the cards laid down by all the players. Players only have so many cards in their hand, so strategy boils down to which card offers the most advantageous move. (Or, if a hand is terrible, which card minimizes “Scare” exposure.) Each time Ichabod lands on a “Scare” space or gets overtaken by the Headless Horseman, a Scare token is flipped. Four of these Scare tokens are Flaming Pumpkins. If all Flaming Pumpkins are flipped before Ichabod reaches the path’s end, the Headless Horseman wins, and the players lose. However, if Ichabod gets to the end before all four Flaming Pumpkins come up, the players win.
The game is rated for ages six and up, and the rules of the game are age-appropriate. Each player must choose cards on their own for each round, but because this is a collaborative game, a parent can vocalize the advantages/disadvantages of different card values to help younger players reason out their choices. For those who have trouble thinking strategically but still want to participate, the game offers the option for a player to simply draw off the top of the deck rather than maintaining a hand to choose from.
However, I would caution parents before they buy this game for very young children. While the gameplay is age-appropriate, aspects of the game design, such as the Headless Horseman figure and the Flaming Pumpkins artwork, might scare some kids. The movie that the game is based on also contains frightening images, so parents should screen it first if their child wants to watch it. Don’t assume that just because it’s animated that it will be appropriate for your kid.
For adults, however, it is a beautifully produced game that incorporates a lot of classic Halloween images (i.e. cemetery, ravens, spider webs). For those concerned that it might not be interesting or challenging enough for grown-ups, there’s an option to increase the number of spaces the Headless Horseman moves, thereby increasing the difficulty. Moreover, the pursuit aspect provides a constant source of tension to keep everyone engaged.
By the way, the advertised playing time is 15 minutes. I tested out the game with two and four players and the playing time is about right.
In SummaryDisney’s Return of the Headless Horseman Game is the first collaborative board game I’ve played, and for those seeking to foster a sense of team unity rather than individual competition, it does the job nicely. Gameplay is such that children can comprehend it, and the rules can be adjusted for players who want more of a challenge. The components are produced in a way that makes it seem like a collectors’ item. (Indeed, I’m astonished they put so much care into a game based on a relatively obscure Disney film.) The only caveat is that the game’s spooky images might scare younger kids, so parents are advised to exercise their best judgment regarding its suitability for their children.
First published at the Fandom Post.
August 2, 2022
Light Novel Review: Saga of Tanya the Evil Vol. #10
The Saga of Tanya the Evil anime was a surprise favorite for me in 2017. With a title like that, I was almost too scared to give it a try, but conniving little Tanya turned out to be nothing like I anticipated. Yen Press has released Volume 10 of the light novel adaption, and you can read on for the review. (For reviews of other Tanya the Evil works, click here.)
Time and everything else are running out for the Empire. In fact, it’s already running on fumes. Before the last grain of sand falls from its hourglass, each person will have hard choice to make. Some will shut their eyes to the inevitable. Others will choose to reject catastrophe. But even if they’re doomed, there’s no point in going down quietly. Beneath her mask of patriotism, Tanya vows to do whatever it takes to avoid going down with the ship.
The ReviewThis volume covers the events from the end of July 1927 to the beginning of September 1927, less than two months. However, a whole lot goes on, and this includes activities off the battlefield. With the knowledge of her previous world history, Tanya’s realized sooner than most that the Empire is a sinking ship. However, the situation’s gotten so dire that Imperial leadership is getting worried, and Lergen finds himself teaming up with a Foreign Office bureaucrat to work on an exit strategy for the war. Zen-sensei spends a bit of time outlining the dysfunctionality of the three branches of the Imperial government, and while it’s a bit on the dry side, it shows readers that the obstacles to peace are internal as well as external for the Empire.
Meanwhile, Tanya’s dealing with the external obstacles. Because her superiors like to overwork her, she fights on two fronts in this volume. Her first mission is with Operation Mini-Revolving Door, Zettour’s crafty ploy to keep the Eastern front from collapsing. Like the original Revolving Door, there’s an excess of explanation and set up leading up to the attack. However, once we get to the actual action, things get pretty exciting.
Tanya’s role in Mini-Revolving Door is to create a diversion, which amounts to her and Visha stirring things up with the Multinational Volunteer Mages. Both Sue and Drake are involved in the clash, but of the two, only Drake’s POV is given in this volume. This is probably because Drake actually thinks, and Sue doesn’t, not really. Tanya calls Sue a wild boar, and indeed, her rashness combined with her overwhelming power makes her a hazard to friend and foe alike. Tanya has unreasonable working conditions, but so does Drake, and despite outnumbering the Imperial mages is several times over, Drake has his hands full trying to keep himself and his forces alive.
Then Tanya’s entire battalion gets assigned to General Romel, who has decided that the best defense is a good offense. Thus, he’s out to strike the Commonwealth homeland by sea. Unfortunately, the Commonwealth’s cracked the Empire’s transmission codes. So instead of surprising their enemies, the Imperial forces are the ones caught off guard by a waiting Commonwealth fleet. Thus the outclassed Imperial ships are forced to run before they fire a shot, and the 203rd is stuck protecting their retreat against an entire brigade of Commonwealth marine mages.
The skirmish is an excellent variation of the theme of Tanya’s unit winning their particular fight but the Empire losing the overall battle. The Imperial mages obliterate the Commonwealth’s inferior mage recruits, but the Imperial forces never reach their goal of the Commonwealth shores. Tanya can’t gloat too much about outclassing the enemy mages either; even with her veterans lending a hand, the 203rd‘s newest members are struggling to make kills. It’s a testament to the war’s devastating human toll that commanders on both sides are aghast at the inexperience of their latest recruits.
Unlike Operation Mini-Revolving Door, the Commonwealth attack keeps things engaging with a much more straightforward set up and then a constantly shifting battle that culminates in a second showdown between Drake and Tanya. As for the outcome, it’s one of Zen-sensei’s delightful neither-side-feels-victorious endings. The Commonwealth successfully defends its homeland but at a terrible human cost. The Empire maintains minimal losses, thanks to the 203rd, but the failed surprise attack points to an unnerving breach of security.
Throughout the volume, Tanya gripes over and over about her need to change employers. Unfortunately, switching sides when you’re a military officer during wartime is not so easy. And unbeknownst to her, she’s under a bigger time crunch than she realizes. Because if Lergen and the Foreign Office can’t work out a diplomatic solution by early next year, the beleaguered Empire will likely find itself with a Southern warfront.
Extras include map and fold-out illustrations in color; appendixes of the state of the war in maps and general commentary; author afterword; two attack plan diagrams; and six black-and-white illustrations.
In SummaryAs Zen-sensei mentions in the afterword, Volume 10 is meant to “focus on representing the Empire entering its death throes as a nation.” Tanya and Drake both get sent into combat on the Eastern and Western fronts, and while each encounter is exciting from an action standpoint, the fact that they’re being repeatedly sent out to fight testifies to how shorthanded everyone’s become. Though Tanya continues to achieve success with the 203rd, the Empire itself is sliding towards disaster, and I’m eager to see how she’ll try to keep from sharing its fate.
First published at the Fandom Post.
July 19, 2022
Light Novel Review: The Genius Prince’s Guide to Raising a Nation Out of Debt (Hey, How About Treason?) Vol. #09
Fantasy series are full of royalty, and those characters are often noble, incompetent, evil, or ambitious. But how about a genius prince who is plain lazy? That’s the protagonist of The Genius Prince’s Guide to Raising a Nation Out of Debt (Hey, How About Treason?). Read on for the review of Volume 9. (For my review of previous volumes , click here.)
At the behest of Holy Elite Agata, Wein visits the Ulbeth Alliance, a nation made of four city-states perpetually locked in a power struggle. While Agata asks for assistance unifying the nation, Wein suspects the man is after something a little less altruistic. Still, he goes along with it and launches a campaign that will disrupt long-standing traditions and upset the delicate balance of power in Ulbeth. But when have such paltry concerns ever stopped the prince of Natra?
The ReviewAt the behest of Holy Elite Agata, Prince Wein travels to the Ulbeth Alliance. Comprised of four rival city-states, the nation, if you can call it that, is less than unified, and Agata asks the genius prince for help bringing Ulbeth under his leadership in exchange for trade concessions. However, Wein swiftly realizes the Holy Elite’s ultimate goal is not actually uniting the Ulbeth city-states. What it is, he can’t guess, but he’s certainly not playing along with his host’s game.
For a guy bent on attaining a slothful, cushy lifestyle, Wein’s doing a lot of work. In this volume, his efforts can be characterized as meddling in the domestic dealings of a nation in the far West. Not something Wein would willingly jump into, but due to the fallout from the Gathering of the Chosen, he needs the business deal Agata dangles as bait.
This time around, the problem isn’t religious or military. It is domestic factionalism gone off the deep end. The four city-states of the Ulbeth Alliance banded together because of the threat of nations beyond their area, but that doesn’t mean they trust one another. Rather, they remain suspicious of each other, and that contentious sentiment has spread throughout Ulbeth society to the point that masses of young people are stuck in singlehood because their families can’t find a spouse that meets the approval of all their relations.
This is the weakness Wein capitalizes on to shift things in Agata’s favor. Using the Holy Elite’s intel and authority, Wein swiftly arranges weddings that undermine the influence of Agata’s chief opponents. While the concept of Wein playing Cupid to legions of frustrated young people is cute, it’s also far-fetched. Even if Wein is helping foot the bill for all these weddings, they happen too quickly for a group characterized as rigidly close-minded as these backward Western folk.
Honestly, it feels like Toba-sensei was scraping the barrel for a new challenge for Prince Wein. The convoluted situation in Ulbeth feels artificial, and Wein manipulates all the different elements of the faraway nation much too quickly and easily. Thus, his victory in Ulbeth is a lot less satisfying than his earlier triumphs.
Also, for a society so obsessed with scouring the lineages and connections of marriage partners, the omission of Agata’s connection to the executed Altie representative is a glaring plot hole. This should have been public information Wein and company obtain in their initial investigation of Agata, not a secret reveal at the epilogue.
I should mention that the volume includes the history of the Flahm, which is conveyed in a lesson to Falanya from Wein. While it doesn’t play a huge role in the Ulbeth arc, this is something I’ve wondered over the course of the series. After all, the oppression against the Flahm had to stem from something. Their story wasn’t what I expected, but it does explain the connection between their persecution and the Levetian religion.
I should also mention that the translation was less than satisfactory. Among the Ulbeth representatives, Lejoutte leads the prosperous Facrita area, but for some reason, on pages 50 and 51, the scene has her in charge of the leaderless region of Altie.
Extras include a color foldout illustration, map, character profiles, ten black-and-white illustrations, and afterword.
In SummaryWein heads off to the Ulbeth Alliance, a backwater far from Natra with a complicated socio-political situation. There’s a lot of setup to the problem Holy Elite Agata asks him to solve, but Wein conquers the situation so swiftly and completely that it’s not satisfying as his previous exploits. However, we do learn the connection between the Flahm and the Levetian religion, which almost certainly will come into play in future arcs.
First published at the Fandom Post.
July 5, 2022
Manga Review: Saga of Tanya the Evil Vol. #16
The Saga of Tanya the Evil anime was a surprise favorite for me in 2017. With a title like that, I was almost too scared to give it a try, but conniving little Tanya turned out to be nothing like I anticipated. Yen Press has released Volume 16 of the manga adaption, and you can read on for the review. (For my reviews of other Tanya the Evil works, click here.)
After somehow managing to live through the most grueling battle of their entire careers, Tanya and the 203rd receive a letter from the General Staff. Its contents are, essentially, “Hop on these rockets and go smash up the Republican Army’s HQ. Oh, and be sure to come back from this technologically unprecedented flight alive once you’re done with your absurdly dangerous mission!”
The ReviewThe three chapters of Volume 16 span only a few days and focus on the lead-up to a single event. However, considering the event is both an unprecedented use of technology and a massive turning point on the Western Front, it’s no wonder Tojo-sensei takes her time laying out the plan, the process, and the parties involved.
The volume begins with Generals Zettour and Rudersdorf discussing the outrageous scheme they’ve cooked up to send their troops deep into enemy territory via missile. Although the tone of their conversation is casual (including several jabs at the quality of their dining hall fare), they make clear the immense resources that went into this calculated gamble. What’s also made clear is how Tanya’s White Silver reputation helped garner the funding that made it possible.
The story then shifts to White Silver herself en route to her mission. On the way to the launch site, she has conversations with Major Schwarkopf, members of her company, Colonel Lergen, and the nutty mastermind behind this crackpot scheme Schugel. All of these dialogues involve some level of characters speaking about the same subject but being on completely different pages. Tojo-sensei handles these exchanges with such wit, they never get old. So even though the topic at hand makes these pages text dense, it’s still enjoyable because the setup is so entertaining. Especially funny is Tanya’s attempt to kiss up to Lergen for a rear position to his barely concealed horror.
Then narrative and dialogue take a backseat to imagery as Tanya and company actually execute that plan. There are several meticulously rendered panels sans text, and indeed the illustrations of mages rocketing off in Schugel’s technology need no words. The details of the launch, G-forces, booster release, and assault sweep you along for the ride with Tanya and her troops. Bravo, Tojo-sensei!
Extras include a world map, battle log thus far, and character introductions. Unfortunately, the font on the character introductions is so small (4 point? 3 point?) that reading it feels like an eye exam.
In SummaryHats off to Tojo-sensei! This volume was essentially a lengthy who, how, and why of a military strike deep in Republican territory. It could have devolved into an info dump, but Tojo-sensei gets in all the details amid a series of humorous encounters. Then she rocks your socks off with her powerful depiction of the assault. Yet another fabulously engaging volume in this excellent series.
First published at the Fandom Post.
June 28, 2022
Manga Review: I Want to Be a Wall Vol. #1
Manga with fujoshi as the protagonist aren’t exactly mainstream, but they do exist. I’ve encountered them in My Girlfriend’s a Geek and Wotakoi, and now in Yen Press’ I Want To Be A Wall. Read on for my review of Volume 1.
Yuriko, an asexual woman, agrees to take a husband to satisfy her parents-which is how she finds herself tying the knot with Gakurouta, a gay man in love with his childhood friend with his own family circumstances. And so begins the tale of their marriage of convenience.
The ReviewNewlyweds Gakurouta and Yuriko Hanazono’s relationship is absolutely not based on mutual attraction. Gaku is a gay man who harbors an unrequited secret love for his straight childhood friend, and the only romance that gets Yuriko’s heart racing is the Boys Love (BL) 2-D type. However, they’re under pressure to find a spouse, so these two agree to tie the knot to get society off their backs. But even though they’re just playing the part of traditional husband-and-wife, a caring bond blossoms between them.
I’m not exactly sure what the I Want to Be a Wall title refers to, but this is a very niche manga. The book is rated older teen for language (and probably the references to Yuriko’s more explicit BL books), but I don’t see the story holding much appeal for younger audiences. The two main characters are office workers in their early 30s, and their dilemmas include a parent who wants them to hurry up and give her grandchildren.
My guess is that the target audience is adult BL fans (fujoshi). The only romance swarming from these pages is Yuriko’s BL collection and Gaku’s steadfast yearning for his very straight and oblivious longtime friend Sousuke. Unsurprisingly, Yuriko is very understanding of Gaku’s feelings for Sousuke, perhaps overly so. Whenever the two men interact, Yuriko gets as worked up as if she’s watching one of her favorite BL ships come to life.
The primary tone of the manga is humorous. We start with the mismatched pair awkwardly stepping into marriage and then the comedy that arises as they figure out how to cohabitate and project the façade of wedded bliss. Despite his love for Sousuke, Gaku is determined to be a model husband to Yuriko in every other way. This results in some standard miscommunication mishaps, but it also leads to more interest in Yuriko’s BL hobby than she’d like. It’s not that Yuriko is a closet fujoshi. Rather, Gaku keeps stumbling upon the more graphic and embarrassing works in her collection.
But while there are laughs as the two try to figure out what “normal” behavior is for a married straight couple, the story does include poignant moments. After all, Gaku and Yuriko are co-conspirators in a pretend marriage because they’re social misfits. Gaku’s situation tugs more on the heartstrings because the person he loves is so close yet forever out of reach. Yuriko’s situation doesn’t involve heartache; rather, it’s about feeling out of place because of her fujoshi hobby and disinterest in dating. Still, her introspective evokes the angst of someone worried something’s wrong with them because they’re unable to fit in with the rest of the crowd.
As you might guess, there’s not a whole lot of action with two middle-aged office workers in the lead role. The BL aspect aside, the scenes are very slice-of-life. The most exciting thing that happens is burned fish in the broiler. The primary element moving the plot along is the feelings of the characters, and though the artwork isn’t particularly flashy or unique, it effectively conveys the varied emotions of the cast.
Extras include a bonus mini-chapter and translation notes.
In SummaryI Want to Be a Wall is not a romantic love story, but it does explore love quite a bit. Mainly in how the two protagonists’ views on romance vary from the very traditional marriage they’re projecting to the world. While the middle age characters are interesting and sympathetic, I’ve no idea where this slow-paced, introspective-heavy story is going. However, I’m willing to continue reading to find out.
First published at the Fandom Post.
June 21, 2022
Manga Review: The Royal Tutor Vol. 16
Rich, handsome young men, each with his own distinct personality…this type of bishounen cast is a staple in shojo manga. And if you like yours with a generous helping of chibi humor, you should definitely check out Higasa Akai’s The Royal Tutor. Read on for my review of Volume 16. (For my reviews of other volumes click here.)
For the duration of Eins’s mysterious isolation, the young princes have been barred from seeing their older brother. But as Count Rosenberg grows more desperate to help his friend, he finally decides to allow a meeting—only to discover that Eins has vanished?!
The ReviewAfter volumes and volumes of playing the bad guy and interfering with the younger princes, Count Rosenberg finally views them as Eins’ concerned kin, not enemies for the throne. However, no sooner have the princelings and their tutor gained Rosenberg’s trust than they discover Eins has fled town – taking a firearm with him.
A suicidal Eins is unimaginable for the princelings, understandably so. However, Rosenberg’s uncharacteristic panic at his disappearance sends the foursome and their tutor rushing to the countryside in search of the eldest prince. Akai-sensei does an excellent job keeping the tension high for the dramatic rescue – then everything kind of deflates when we discover the truth behind the dark prince’s brooding behavior.
On one hand, it’s understandable. On the other hand, it’s kind of ridiculous. Especially after delving into the 14-page flashback about the woman who left Eins not only heartbroken but socially incapacitated. At any rate, the meaning behind the king’s cryptic assertion that Eins is unfit to be king is made clear as are the reasons behind Eins’ past actions. His brothers, of course, refuse to leave him in such despair, and in true Royal Tutor fashion, each offers his own personal bit of encouragement or problem-solving to uplift Eins and restore him into their brotherly circle.
Thus, the arc ends on a happy note. Where once there were four princes making a lively racket in the palace, now there are five. And a sort of nicer Count Rosenberg is hanging around, too.
With so many long-standing conflicts getting resolved, the series is clearly coming to a close. Volume 16’s last chapter launches what looks to be the final arc. After pondering how his younger sons have blossomed under Heine and learning the truth behind Eins’ canceled marriage engagements, the king decides it’s time to decide the successor.
Extras include bonus manga and illustrations and the first page printed in color.
In SummaryCount Rosenberg has a change of heart about Heine and his princely pupils–just in time to call on their help when Eins disappears. Drama runs high, complete with a race against time, the breaking down of doors, and a scuffle over a deadly weapon. However, once the danger is over and the truth about Eins comes out, it’s a bit of a letdown. At any rate, harmony is restored to the family, and you’ll never look at the eldest prince the same again. That leaves just the teeny issue of succession, and now that Eins’ fatal flaw has been revealed, I’m curious to see how the king will decide.
First published at The Fandom Post.
June 7, 2022
Manga Review: A Bride’s Story Vol. 13
Kaoru Mori is best known for Emma, an exquisite romance/slice-of-life set in Victorian England. Her latest work to be released in the United States, A Bride’s Story, is also a historical/slice-of-life but is vastly different than Emma. Set in Central Asia in a rural town near the Caspian Sea during the early 19th century, A Bride’s Story revolves around a young woman, Amir, who arrives from a distant village across the mountains to marry Karluk, a boy 8 years her junior. Volume 13 has been released, and you can read on for the review. (For reviews of other volumes, click here.)
Mr. Smith keeps on his journey retracing his steps, stopping next at a seaside village where he is greeted by a pair of enthusiastic young brides! Laila and Leily are eager to prove themselves as capable hostesses, but failing in the attempt could have serious social consequences. As the twins scramble in the kitchen, the discussion around the table turns to recent rumors of danger in the region. Mr. Smith now faces a difficult decision—turn back, or risk pressing on to his final stop?
The ReviewEmotionally and plotwise, Volume 13 runs the gamut. It starts off with a carving “lesson” between Rostem and a local woodworker that is the very definition of slice-of-life.
The narrative then shifts to Mr. Smith’s reverse journey as he reaches the shared home of the now wedded twins and their husbands. They might be married, but Laila and Leily are as impetuous as ever as they take on the responsibility of hosting the travelers. The endeavor predictably turns into a sitcom with the two scatterbrained sisters barely managing to execute the myriad duties expected of a host.
However, once the kitchen chaos has died down, Mori-sensei surprises us with Talas’ first ocean visit. Having learned that the desert woman has never swum, the twins insist on taking her to the sea. What comes next is a series of gorgeous illustrations that beautifully reflects Talas’ awe at the underwater world.
Then Mr. Smith and company move on, but not before the villagers warn them about unrest in the direction they’re headed. Russian activities have been mentioned throughout the series, and now they take center stage as Mr. Smith’s group is first ambushed by bandits then gets caught when Russians attack on a town they’re traveling through. Fans of historical combat will geek out at the weapons and techniques meticulously illustrated on these pages. In Chapter 92 “Bandits,” Ali demonstrates what it takes to load gunpowder and a lead ball into a rifle while racing to avoid sniper fire. Nikolovsky shows even greater skill in Chapter 93 “Turning Point” when he takes out several Russian soldiers to secure an escape route for fleeing townsfolk. Even Talas shows her mettle, riding Chubar to capture a spooked horse. Mr. Smith, as usual, isn’t very helpful when danger strikes but survives thanks to his companions.
And because those companions deem it unsafe to continue their journey, he agrees to end the endeavor, detouring to a port to sail home to England. That took me by surprise as I expected the series to conclude with a reunion between Smith and Amir’s family. Instead, Smith and Talas (and Chubar!) sail off, presumably to their happily ever after, and it is Nikolovsky’s return to Hastings that concludes the arc. And although Nikolovsky’s personal life isn’t really part of the story, the last chapter does offer insight into the man’s personality.
Extras include Mori-sensei’s manga style afterword.
In SummaryAfter a brief glimpse of the woodworker’s shop in Amir’s town, the narrative continues with Smith’s endeavor to revisit and photograph the people he’s encountered. His reunion with the twins is comic, with the girls biting off more than they can chew by playing host. However, the light mood evaporates when Smith and company enter an area where the Russians are stirring up trouble. Thus Smith is forced to change plans, and although the trip ends much differently than I anticipated, it still ends happily for him and his three traveling companions.
First published at the Fandom Post.