The end of the adventure is at hand for Hikaru, Umi and Fuu, three schoolgirls from Tokyo who were transported to the magical realm of Cephiro to become the Magic Knights. They have unlocked their magic, powered up their weapons, and defeated Zagato's minions. But one test remains before they can confront the sinister Zagato himself, and release the imprisoned Princess Emeraude. They must don the three Mashin--powerful spirits that can only be wielded by Magic Knights. With the girls' magic fully charged, the final battle begins!
CLAMP originally began in 1989 as a twelve-member dōjinshi circle, but by 1990, the circle had diminished from twelve to seven. Of the remaining seven, Tamayo Akiyama, Sei Nanao, and Leeza Sei left the group during the production of the RG Veda manga. Other former members of CLAMP also included Soushi Hishika, O-Kyon, Kazue Nakamori, Yuzuru Inoue and Shinya Ōmi. Currently, there are four members in the group.
In 2004, CLAMP's 15th anniversary as a mangaka group, the members changed their names from Nanase Ohkawa, Mokona Apapa, Mick Nekoi, and Satsuki Igarashi to Ageha Ohkawa, Mokona, Tsubaki Nekoi and Satsuki Igarashi (her name is pronounced the same, but written with different characters) respectively. The August 2004 issue of Newtype USA, a magazine specializing in events of the anime and manga subcultures, reported that the members of CLAMP simply wanted to try out new names. In a later interview with Ohkawa, it was revealed that initially Mokona wanted to drop her surname because it sounded too immature for her liking, while Nekoi disliked people commenting that her name was the same as Mick Jagger's. Ohkawa and Igarashi, wanting to go with the flow of Nekoi's and Mokona's name changes, changed their names as well.
In 2006, they made their first USA public debut at Anime Expo in Anaheim, California. They were well received at the convention, with 6,000 fans in attendance at their panel.
Così felice di averlo ritrovato e ricomprato (il terzo è esaurito ora nella mia fume) e in seguito riletto. Ora sarà perfettamente conservato in una scatola a prova di umidità.
Llegamos a la recta final de la primera parte de Las Guerreras Mágicas y debo admitir que todavía no sé si me gusta o no. Por una parte, me encanta que la magia esté relacionada directamente con el poder del alma y la voluntad de cada ser. Los poderes de las chicas han evolucionado junto con sus espadas y armaduras. Y tras varias pruebas, cada una consigue trabajar junto a un genio elemental (de agua, viento y fuego).
Sin embargo, hay recursos que me hacen rodar los ojos o en su peor caso, llegan a molestarme. Por ejemplo, los supuestos villanos no lo son realmente y no son más que personas que no tenían otra opción. Así mismo, el final queda tan abierto que quién sabe si en algún momento la editorial decida retomar la historia y completar los otros 3 volúmenes que hacen falta.
Si bien tiene emocionantes escenas de acción, buen crecimiento de personajes y fluidez para contar la historia y que no resulte agobiante, lo cierto es que está lejos de ser perfecta. Eso sí, me agrada mucho la interacción que tienen las chicas y con todo y que en la línea de tiempo no han de pasar muchos días, se nota que se preocupan por las demás y que arriesgarían su vida con tal de protegerlas.
Espero que Hikaru, Umi y Fuu tengan una mejor conclusión a su historia.
Fabuloso el giro del final, que hace que necesites leer el siguiente. La historia de Zagato con Emeraude me recuerda un poquito a , me encantó. Creo que aunque la historia hubiera quedado acá me fascinaría igual.
Las armaduras finales son geniales *_* qué buen manga.
Tercer volumen y tenemos que hablar de los increíbles Mayin!! Los Mayin (o genios) son seres mágicos protectores de Cefiro. Ceres, Windom y Rayearth se mantienen dormidos esperando que las Guerreras Mágicas de la profecía los despierten cuando los necesiten para salvar al mundo (en su modo batalla son robots gigantes que pueden ser pilotados). Hikaru, Umi y Fuu tendrán que ir a cada uno de los santuarios de los Mayin y demostrar que son dignas de ellos.
Los esbirros de Zagato estarán a la orden del día para hacerles su misión imposible. Me encanta que cada uno de los que se presenta tiene razones muy distintas por las que trabajan con Zagato, y nuestras guerreras saben como tratar con cada uno de ellos demostrando no solo fuerza, sino también astucia.
Las ilustraciones me siguieron encantando a lo largo de todos los volúmenes, aún más al ver como las armaduras de nuestras chicas van evolucionando. La representación de los Mayin en forma espiritual es magnífica, pero en forma robot se hace un poco demasiado y difícil de entender en la página. Una pena que no se puedan disfrutar esos detalles.
La batalla final sucede en este volumen, con un plot twist que solo veía venir porque lo recordaba del anime, pero que me resulta asombroso.
La verdad que la última página se me hizo un poco abrupta y me hace desear que los volúmenes del siguiente arco se consiguieron en Argentina para al menos poder ver que es de la vida de nuestras heroínas en el futuro.
De todas formas, una historia muy bella que me llena de nostalgia. Llena de acción, una atmósfera fantástica excepcional y con un mensaje hermoso en el centro. Super recomendado!
In this volume, the three girls are well on their way to becoming Legendary Magic Knights, but in order to reach their full power, they must awaken the three mysterious Mashin to aid them in their fight against evil Zagato. The girls must each prove themselves to be worthy of the Mashin, and show that their hearts are strong.
I wasn't really sure what happened at the end of this volume. The action panels are so busy and confusing, and then it ended so quickly. Well, it was certainly a surprising twist at the end that made up for how predictable the rest of the plot was.
I really loved the artwork of the Mashin, beautifully elegant and regal figures! And I loved how the girls' armor evolves and changes with their character development. But the girls are still very one-sided characters, and I wish they had more depth. The villain is a very boring character; no depth, no development, almost no dialogue. It makes the big battle at the end sort of a let-down.
But I'm glad that I read it! There were many parts of the story that I enjoyed!
✵ I continue to be blown away by the moral of this story being about belief and friendship. I appreciate how the authors continue to bring attention to the fact that the girls barely know each other, but the girls fight back saying that it doesn't matter. ✵ I knew about the plot twist beforehand, which I think made me enjoy it and the story overall more. It's an out-of-the-box idea. I do have to mention that it can be triggering in regards to suicide and because of that it's not entirely perfect. It has to be read as a metaphor in order for it to work. I appreciate it as entertainment and also for the message it sends about not being able to live a happy life if you have to constantly care about others and never about yourself.
The story ends with an interesting twist, I wish the rest of the plot had the same sort of surprises. The artwork is beautiful and is really where the manga shines.
Final word, Magic Knight Rayearth has a very cute and entertaining story, but ultimately it lacks the depth that would make it a enduring tale.
When I first saw this book, I was surprised. I've never seen anything like this before! It was a shock and something new. I like. The book is fantastic! I recommend!
Umi, Fuu, and Hikaru each must have their hearts tested before they can do their destined Spirits, becoming true Magic Knights and saving Cephiro. Danger awaits them, for Zagato has sent an enemy to kill each of them at the chosen spirit shrines before this can happen. Not to mention Zagato himself is waiting for the girls, even if they succeed. Only is Zagato their true enemy?
This is so beautiful, the illustrations of the landscapes, the girls communing with their spirits in a surreal, dream-like ambience, transforming into the Magic Knights, Zagato in all his dark, melancholy moodiness, Emeraude’s true heart exposed, all becoming works of art which push the story forward. The twist at the end is so heartbreaking, the last panel never fails to make me cry. For nothing was what it seemed to these innocent, idealistic girls and as Magic Knights they learn this in a painful way. Amidst all the heavy drama along with the intense emotional and magical ordeals, Mokona’s antics, Gardina’s light-hearted adversity, and Fuu’s humourous observations were welcome moments when the reader could breathe and laugh. At the same time, there was an overall sweetness and beauty to this, which softened the flaws and repetitive moments in the story. For all of these qualities, I give this four stars.
In the spirit of “I get into a fandom 20 years too late,” I read the first 3 volumes of Rayearth, as it was all I could get a hold of in my library. I knew a little bit about the series, in that I could recognize the three main characters on sight. (As a blonde, bespectacled Sagittarius with short hair, type A blood, and a serious temperament, I relate a lot to Fuu, but man oh man that initial teasing of Hikaru being being short and looking like a kid even though she was 14 was brutal, CLAMP did not need to come at me like that.)
I was not expecting giant magic robots though, that was a twist. I thought it was more like Sailor Moon (which it was, but with giant mecha too.)
Wikipedia tells me there’s a Part 2 I will need to get my hands on somehow, and thank God because that ending was abrupt and low key unsatisfying.
Oh the big twist is that Emeraude essentially committed suicide by Magic Knight? (Admittedly it was a twist I did not expect.) And that when they did it they were sent back home to Tokyo as promised, but then it just…ends. Literally. No time to process or feel some closure, it ends with the three girls holding each other in fear and grief because they’d literally killed Emeraude like three seconds before. It feels incomplete so I am glad it is incomplete. My library and none of the nearest ones seem to have the Part 2, so this may take some time to see to it’s conclusion.
The whole thing with Emeraude seeming like a little girl in the “good” form and a grown up busty lady (which seems to be a trope with the female villains in this series) in the hate-filled form is…I don’t know how to parse it, just like I don’t quite know how to parse the fact that she’s in love with Zagato, and tells the girls such in her “good” child-like form. Maybe it’s best not to think about it.
Also, I don’t know about other translations, but I was not thrilled with some of TokyoPop’s font choices. I got used to the font they used for magic spells and Good Emeraude’s text; the font they used for Zagato’s speech looks like the one font I saw everyone use for “gothic” stuff in the early 2000s, but at least it was legible. Whatever they used for Evil Emeraude’s speech was barely legible and just not pleasing to the eye. Not everything needs a fancy font guys. (Unless it was like that in Japanese too—I don’t know.)
This also maybe because I’m on a graphic novel kick, so I’ve been reading Western ones as well as manga (or it could be a style thing) but I sometimes had a hard time figuring out what was going on. Manga tends to be more about action lines and emphasizing big feels rather than placing characters in a concrete location, so when you got to big fight scenes with lots of swirls and magic, and less on details, i had to reread some sections. There were also some scene cuts that seemed abrupt and I had no idea if I’d missed a page or what. (Ex: the end of the Gardenia fight where it abruptly transitions to Emeraude and Zagato). Again more a style thing and I enjoyed the story itself, but some panels had a lot going on.
Final thoughts: I liked how Ascot and Gardena were essentially defeated through talking, and also Gardena’s reason for quitting being “Zagato is not paying me enough for this, also you’re pretty cool,” is goals, Gardena was best underling, you work for your money, girl. Also Ascot’s outfit just seemed really really familiar—I think Li in Cardcaptor Sakura may have had a similar outfit? I couldn’t place my finger on it and it bugged me a little.
Also holy SHIT, Hikaru had balls there. Choosing to fight swords with swords instead of magic (probably because it was fair) and getting pummelled as a human shield for her friends was WAY MORE INTENSE than the other girls when it came to proving themselves to the Mashin.
Fuu’s sword didn’t power up so much as it just got longer, pretty sure that thing was twice her height by the end. Well, twice might be an exaggeration, but like, 1.5 Fuus at LEAST. I said “holy shit that’s a huge sword” multiple times
Anyway A+, I was entertained, debating if I should watch the anime or wait if and when I get my hands on the rest of the manga.
This entire review has been hidden because of spoilers.
Todo pasa muy rápido en este volumen y te quedas con un cliffhanger descomunal. Disfruté mucho las escenas de acción, el estilo de dibujo y los escenarios de cada batalla pero me quedó a deber un poco este último tomo de la primer parte.
Now equipped with Escudo weapons, the last stage of their quest awaits Hikaru, Umi and Fuu. To become to Magic Knights of legend, they must reawaken the powerful spirits known as "Mashin". Standing in their way are more of Zagatos minions, who keep tracking them down to fulfill Zagato's orders of killing the girls before they can reach the end of their journey. And what they learn about his motives when they finally face Zagato himself changes everything... Not matter how many times I read this, the conclusion of the first MKR trilogy, it never fails to break my heart.
The last book in the first "cour" of Magic Knight warriors. The plot twist is always nice, no matter how many times I revisit this awesome series. Again, in hindsight, many things seem rushed and too sudden because of page number restriction, but MKR, both in the idea itself and its aesthetic execution, is always worth more than lukewarm three stars. My longtime favorite.
Hikaru, Umi and Fuu are not even acquainted when fate draws them together; a blinding light transports them from Tokyo to the magical land of Cephiro. Once there, they find that in order to return home, they must save Cephiro by rescuing Princess Emeraude who is the keeper of peace. To do so, they must set out on a journey to become the legendary Magic Knights!
Magic Knight Rayearth I screams "90's Manga" - that can be a good or bad thing depending on your personal preference. As someone who has a weak spot for 90's manga, it ticks a lot of the right boxes for me. Yet there's also quite a lot wrong with it and I can't help but feel that this particular series works better as an anime - and that is coming from someone who generally doesn't like anime.
Looking at the good, the art is gorgeous - but hey, it's CLAMP, what do you expect? I must also say that I find this to be one of their more feminine works. While they generally draw shoujo manga, I've often found their works to be quite gender neutral - something both boys and girls can appreciate. Magic Knight Rayearth I, however, is definitely more suited for female readers.
Hikaru, Umi and Fuu are instantly likeable. While they aren't the most outstanding characters I've ever come across, they've all got their individual traits and they form a harmonious trio. I also love all three of their designs, especially Umi and Fuu's. Then again, I might be a little biased as Hikaru was overall my least favourite of the trio - she was a little too much on the naive side for my liking. I do also like naive characters, but Hikaru just didn't work as well for me as the other two did. In any case, they're still a strong trio and despite the short time they've known each other, I found their friendship to be perfectly believable and thus giving the story a nice touch of companionship and importance of friendships.
Typical for 90's, and not just for manga, is the portal-fantasy element. I do love a good story where ordinary characters from our world are whisked off to a fantasy land where they must save the day. Magic Knight Rayearth I pretty much follows this formula by the book, from the kind ruler who summons them into Cephiro, the old mentor who sends them off on their journey, the villain who throws one obstacle after the other their way, treasure-hunt-like trials, plenty of enemies to get in their way and an animal sidekick (speaking of which, Mokona is adorable - I want one!). For better or for worse, the characters themselves make a lot of references to video games. The plot and world do indeed resemble a fantasy game structure, yet I must confess that I found the constant comparisons rather tiring after a while.
Repetitiveness was a general issue I had with this manga. It followed the said portal-fantasy and gaming patterns a little too much to the point that things just seemed to repeat themselves. All three main characters had to undergo very similar trials which were dished out one after the other without much alterations between them. The constant wave of new enemies and the means of defeating them were equally monotone. To top it off, this series has some serious pacing issues - and that's something I don't usually see with CLAMP. Three volumes are a pretty tight squeeze to pull this kind of adventure story off. The beginning was a little slow while the end just threw everything at you. There was little time for contemplating the events and that really took away from the emotion the ending was aiming for.
In terms of story-telling, I actually consider this a pretty weak series. That being said, I've grown really fond of the trio and there's actually a lot of potential. It is certainly not a series to simply be dismissed, though one shouldn't expect it to be an awe-inspiring adventure either. This is only the first half of the series, and while it does come to a conclusion, everything does come to a rather abrupt end which definitely begs for the sequel to be read.