Nut Ink. Mini reviews of texts old and new. No fuss. No plot spoilers. No adverts. Occasional competency.
Showing posts with label Tokyopop. Show all posts
Showing posts with label Tokyopop. Show all posts

Saturday, August 2, 2014

.hack//Alcor (2009)

Author: Kanami Amou | Illustrator: Rena Izumibara | Page Count: 176

“…do you have any quests where you don’t have to fight?

The .hack// world can accommodate many kinds of stories within its virtual bordered structure. Alcor is just one of the possibilities. It’s a one-shot about Nanase, a young girl who wants to progress in life but is afraid of taking risks and of failure. She uses the game world as an escape, but brings into it her anxieties and failings, making her online world as complicated as her offline one.

Except it’s not complicated at all. The book could easily be summed up in one sentence. I won't do that, so don't worry.

It’s fair to say, though, hopefully without seeming too harsh that it's wishy-washy, angsty, early-teen drama. So if you're an irritating, self-absorbed, angsty teen with troubles of your own making, Alcor might just be for you.

Most everyone else will have trouble connecting because the other characters, of which there are many, are loosely written and two-dimensional. It’s only Nanase who provides any kind of solid gateway into the work. That may have been the author's plan from the outset, because it's clearly targeting a younger, less emotionally discerning demographic. If so. then the book successfully explores another aspect of the hack// versatility that I mentioned previously.

2 lucky animals out of 5

Sunday, June 1, 2014

.hack//4Koma (2010)

Author: Koichi Sumimaru | Illustrator: Various |  Page Count: 192

Your morals as a protagonist are being challenged, aren't they?

A yonkoma, often shortened to 4koma, is a four-panel manga similar to the kind of thing you’d see in a Sunday newspaper, except that most yonkoma are read from top to bottom, not left to right horizontal.

The .hack yonkoma parodies Project .hack and .hack Conglomerate.  The comedy is derived mostly from non-canon meetings, rivalries, awkward social situations and typically friendly people being dicks to other characters.  As such, in-jokes are definitely the order of the day, so if you're not very familiar with each person's usual demeanour, or the .hack world, you'll miss most of the situational humour.

There are a lot of familiar faces, such as BlackRose, Balmung, Mistral, Shino and Atoli (even Lios the system admin gets some page time!), but it’s mostly about Kite and moody Haseo—both of whom are perfect targets for the kind of piss-takes and rebuttals that the format is best used for.  But Haseo’s troubles don’t stop with Kite's frequent slights.  He also has women to deal with, and that gives rise to an entirely different kind of anguish for the G.U hero.

2½ brands of crazy out of 5

Friday, April 11, 2014

The Legend of Zelda: Phantom Hourglass (2009)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 190

“…everything changed, and nothing did.”

The game (2007) on which the Phantom Hourglass manga is based is a sequel to The Wind Waker (2002)* but WW didn't get a manga, so if you read PH without having played WW you may be wondering why Link is on a sailing ship with a crew.  Alternatively, you may not care very much because the story of PH offers little to connect with.  Of the ten LoZ mangas I've read, it was the least entertaining.  The saving grace, ironically absent from the game, is the inclusion of a dangerous guilt that eats away at the conscience of one of the characters; it plants a seed of unpredictability within the already shaky group stability.

The elongated midriff and stumpy legs design is recreated.  I was prepared for that but without the eyegasm attained from the beautiful cel shading that makes everything glow, the weird perspectives are harder to overlook.  There’s also more chibi but it’s not as frequent as it was in The Minish Cap (2006).

I'm disappointed that the superior Twilight Princess (2006)* was passed over.  TP has a more dramatic story with a dark ambiguity that could've been brought to the fore.  Taking into account how well Akira Himekawa has handled similar themes in previous books, I've no doubt that it would've been better than PH.

2½ monsters with obvious weak points out of 5

*You can read reviews of both The Wind Waker and Twilight Princess games on our sister site, Nut Load.

Thursday, April 10, 2014

The Legend of Zelda: The Minish Cap (2006)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 190

"The road you travel will be dangerous.  Take this."

Link is always recognisable in his green duds and pointy hat but he’s not always the same Link.  There are exceptions but usually the character is different in each game.  It’s not a drastic change; it’s more of a variation on a theme.  Akira Himekawa applies the same principle to each of her Links in the books.  The art in TMC is 100% chibi.  It would've made sense to draw certain parts of the story that way but unfortunately it’s used from beginning to end.  I'm not a fan of the style but judging by the level of excellence shown in the previous books, I'm guessing it’s at least good chibi?

Something else I wasn't enamoured with was this version of Link; he’s a moody child in need of a reality check or a swift kick up the ass (if Hyrulian law allows such things).  Fortunately, he gets it (the reality check, not the ass-kick) when a villain casts a spell on Princess Zelda.  Personally, I’d have left her as she was; she’d complain less and the only maintenance required would be a dusting every now and then, but Link wants her back so he sets off to right a wrong.

When child Link is the protagonist, LoZ fans are required to dismiss questions about why a child is sent into danger with a sword to kill and maim but TMC addresses those concerns wonderfully by providing a valid reason for that kind of irresponsibility to be necessary.

I really enjoyed the game's story* because it explores the ordinary from an extraordinary perspective.  I hoped that behind the eye-bleeding cuteness the book would deliver the same.  It does, but in a much shorter span of time.  I also love the changing history of Hyrule that shapes the societal and religious beliefs each time; that part of it is well represented here.

Hopefully I've made it clear that the problems I had with the book adaptation were predominantly of my own making and based on my own preferences, so take that into account.  The story is good and takes some risks that pay off handsomely.  If you love chibi and you love LoZ, then TMC may be tailor-made for you.

3 pieces of happiness out of 5

*You can read a review of the GBA game on our sister site, Nut Load.

Wednesday, April 9, 2014

The Legend of Zelda: A Link to the Past (2005)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 184

Somewhere under heaven is the Golden Power…”

All the LoZ mangas can be classed as action/adventure tales but ALTTP* is more traditional than the rest.  Its simplicity reminds me of the classic fantasy movies of the late 80s.  Ironically, that’s also its weakest aspect.  It’s too familiar.

It’s not all bad, though.  The emotional content is increased to compensate for the lack of originality.  From the very beginning, ALTTP grips the reader's sympathies more aggressively than any of the preceding books.  It weighs the immensity of the task ahead against the weight in the hero’s heart.  The hero is (of course) Link; he’s kind, gentle, noble and selfless.  His quest is threefold: save the princess, uncover his own origins and protect the innocent by conquering evil.

Akira Himekawa created an original character to accompany Link on his quest.  It might sound heretical to people that hold ALTTP in high regard but it works beautifully; the relationship between them helps detract from the all-too-familiar nature of the story.  They share common ground but have different motivations.   The praise for Himekawa doesn't end there.  Her artwork gives life to the adventure more successfully than the simplistic dialogue; even during a quest montage!  She's an artist that makes contrasts work in her favour.

Ultimately, if the sensitivity of the protagonists and newly created concerns that drive them hadn't been to the fore as much as they are, the book would've struggled to rise above its failings in other areas.

3 revitalising apples out of 5

*You can read a review of the SNES game on our sister site, Nut Load.

Tuesday, April 8, 2014

The Legend of Zelda: Four Swords (2004)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 196 + 176

"There’s a new Link in this chain!"

I've not played Four Swords Adventures (2004) because the stores near where I lived didn't stock it and I didn't have access to online retailers back then, but after reading the two-part adaptation I'm wishing that I could play it right now!

After some brief but satisfying establishing of Link’s uppity nature and his close friendship with Princess Zelda, the Big Bad is unleashed and the adventure begins.

The environments will be familiar to anyone that’s played any of the previous games (Castle Town, Mountain / Ice / Desert regions etc) but that familiarity doesn't result in reader apathy because the situations that the Links find themselves in holds the attention completely.  The comedy is situational and more often than not caused by confrontation; it’s rarely the goofy kind that I complained about in Oracle of Seasons (2001), so it’s much more enjoyable.

The art is black and white, so the four colours identifier on the cover is redundant inside.  Akira Himekawa gets around that by giving each Link a unique tone / pattern instead.  She also provides each with a unique personality.  There’s plenty of help in the narrative but frantic battle scenes can be confusing.  Rather than try to remember who the darker gray was and who the dotted pattern was, etc, I found it more engaging to remember which colour was impetuous, which was cautious, etc, and then note the expression on each Link’s face as he responds to words or actions.  The temperaments are so well depicted that it made it both simple and fun to match them to their colour.  At the same time I could note the strengths and weaknesses of each one at specific times.

Book I is fantastic and surpasses all the LoZ books that came before it.  If Book II had kept the same level of momentum then Four Swords would've scored even higher but I need to take an average of the two, therefore:

3½ lucky finds in the toy box out of 5

Saturday, April 5, 2014

The Legend of Zelda: Oracle of Seasons / Oracle of Ages (2001)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 194 + 196

"Use your left hand!  Your left!"

Each of the two Game Boy Colour games that were released simultaneously back in 2001 got its own manga adaptation.  The games were connected but also cleverly designed to be enjoyed independently in whichever order the player chose.  You could say the same of the books but it makes slightly more sense to read Seasons before you read Ages; I’ll explain why later.

Oracle of Seasons begins in Hylia.  Link balks at the suggestion that he should practice his sword skills more fervently.  He doesn’t yet understand why Hyrule needs knights willing to lay their life on the line to protect its citizens, but the power of the Triforce will soon change all that…

The main problem I had with Seasons was the exaggerated comedy typical of manga aimed at a younger audience.  I’m aware that the books are targeting a young audience but the previous volumes, Ocarina of Time (2000) and Majora’s Mask (2001), avoided that kind of clichĂ© for the most part.  Having it so prevalent in this volume was unexpected and lessened my enjoyment of the story.

Oracle of Ages is superior to Seasons in every way.  It’s less comical and thematically more satisfying.  There’s also more action but not at the expense of story or character development.  It’s as if the events in Seasons have helped Link grow less foolish, to gain confidence and have faith in his decision making.
The story puts him in a race against time to stop an evil from destroying the present by meddling in the past.  It takes place in a different land than Seasons but the structure is similar in that none of the dungeons from the game are featured and his new-found companions come to his aid when needed.

3 seed abilities out of 5

Friday, April 4, 2014

The Legend of Zelda: Majora's Mask (2001)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 208

"As long as I see that in the sky, I can’t rest."

Majora's Mask continues the story told in Ocarina of Time (2000).  Link enters a mysterious forest searching for his missing fairy, Navi.  Trouble ensues and Link ends up in a situation wherein he has just three days to stop a major disaster or everyone caught in the impact will be killed.

The way the N64 game is structured* doesn't make any kind of linear adaptation easy, so Akira Himekawa took the only sensible route open, which was to focus on the acquisition of those masks that directly effect Link and ignore all but the most pertinent side-quest, i.e. the one that offers the most opportunity to pluck at the heartstrings.  You can likely guess which one that is.  Consequently, a lot more changes have been made to the story than was made to OoT, but in most cases they were unavoidable and as before they're respectful.

MM had some very dark themes; some of which make it onto the page.  The Happy Mask Salesman is wiggins and the main antagonist is somewhat disturbing in ways that I won’t mention.  What’s even stranger is that, while they’re innocuous enough to be overlooked, the inclusion of a small number of questions asked by some of the characters can be interpreted in such a way that they lend credence to the theory that sprung up amongst fans to explain how Link got from Hyrule to Termina in such a short space of time.  It's interesting, to say the least.

MM is one of the few Legend of Zelda games in which Princess Zelda doesn't play an active role, so it seems fitting that the bonus story that comes after the main story has no Link; but it’s connected nonetheless, so don’t skip it.

3½ shtump steps out of 5

*You can read a review of the N64 game on our sister site, Nut Load.

Thursday, April 3, 2014

The Legend of Zelda: Ocarina of Time (2000)

Author: Akira Himekawa | Illustrator: Akira Himekawa | Page Count: 192 + 192

You’re certainly popular with the ladies.”

The first LoZ manga from Akira Himekawa* was a two part work based on the excellent N64 game of the same name.  It essentially tells the same story but there are some significant differences in how characters are introduced, none of which I found to be in any way disrespectful.  In fact, the opposite was true.  The narrative makes new connections between existing characters, and in doing so enables some very successful emotional moments to surface.
The drama is never underplayed but nor does it ever take itself too seriously, so it's able to have an occasional laugh at its own expense (see above quote).

The artwork is magnificent.  Even the rough sketches that are included are fantastic!  Child Link world has a different feel than Adult Link world and the danger level in each reflects that.  Seeing the locations rendered in comic book form is great fun but it’s the little things lurking in the background that make it extra special.  The cuccos at Kakariko Village and the dogs and sleeping Bombchu lady in Castle Town were my personal favourites.  Akira Himekawa obviously spent time in the game world and drank of its delights.**

The hurried pace as a consequence of content removed is the only thing that drags the books down.  Although it’s not all bad: the Water Temple is reduced to about 4 pages that amounts to Enter / Kill / Exit, which is something that many gamers wish they could've done while playing, myself included.

After the main story, there are two bonus stories.  One is a prequel featuring the mysterious Skull Kid that I liked a lot.  The other is unconnected to the game story and features a new race that was less interesting.

It's presented in the original Right to Left manga format, which seems to have eliminated the usual need to flip the images, so yes, Link is a lefty.

3½ bottles of milk out of 5

*Akira Himekawa is a pseudonym used by two authors / artists whose real names are unknown.  It was simpler just to use the one name to refer to them both.

**You can read a review of the N64 game on our sister site, Nut Load.

Sunday, January 27, 2013

.hack//Legend of the Twilight: Volume Three (2004)

Author: Tatsuya Hamazaki | Illustrator: Rei Izumi | Page Count: 278

"It's a black box no one should look into."

The events of four years ago are still felt by the system administrators; their fear of a reoccurrence forces them to halt Shugo and Rena’s progress, but in doing so they place themselves at the very centre of something far beyond their control.

Tatsuya Hamazaki didn't just hold the best for last, he held about ninety percent of everything for last.  The third volume is packed with story, shining so bright that it causes the previous volume to throw an even darker shadow of shame.  That extra depth required an extra page count, making it much longer.

Friendship and awakening are themes central to the coming of age story that's the backbone of the trilogy, and they come to the fore at last.  It also throws in commentary on ideals, nostalgia, duty, limitations, family and honour.  Some of them sit quietly in the subtext, but are there should you choose to look for them.
There's still occasional filler that’s clearly fan-service, but it’s forgivable given that it's structured as a further step along the path of realisation.

3½ legendary right hooks out of 5

Sunday, January 20, 2013

.hack//Legend of the Twilight: Volume Two (2003)

Author: Tatsuya Hamazaki | Illustrator: Rei Izumi | Page Count: 177

The only ones that can protect this world are the players that live in it…” 

If you go to THIS POST, read the first paragraph and then return here, it’ll save me from exhausting my word count a second time.  Although, I have very little to say about the second volume, so some filler would help me out; it certainly worked for the book’s author.  The trilogy was originally a two-part adventure, and it was decided during the writing process that it should be expanded beyond that.

Volume Two of Three has Shugo, Rena and their ramshackle party hunting for clues to a mystery that isn't very mysterious at all.  Nor do they have to hunt for very long, as all answers are conveniently sign-posted, which robs the mystery of any weight it would've had, and the journey of any drama it could've had.  I’d have accepted a lazy montage of dead ends and empty roads, but we got zip.
Along the way the twins get into a situation that briefly offers a glimpse of how much they care about each other, but it didn't develop into anything deep.

Thankfully, the latter half of the book throws up a surprise or two, so don’t toss it in the corner too quickly.  It ends on a pretty big cliff-hanger, so make sure you have Volume Three close to hand.

2½ instances of overwhelming chibi cuteness out of 5

Thursday, January 3, 2013

.hack//Legend of the Twilight: Volume One (2003)

Author: Tatsuya Hamazaki | Illustrator: Rei Izumi | Page Count: 176

I’d watch my back if I were you.  Your friend has returned.”

.hack//Legend of the Twilight is a manga trilogy that forms a part of the Project .hack series, the first generation of the .hack universe.  It’s set chronologically after the first four games (//Infection //Mutation //Outbreak //Quarantine) that appeared on the Playstation 2 console.  If you’re new to THE WORLD, you’ll lack the necessary background and will encounter minor spoilers of events that unfolded in the games.  It's not necessary to have played them first, but it's certainly recommended.  The book makes some allowances for new fans, but space is limited so the catch-up is brief.  If you've a working knowledge of what has gone before, then read on.  Otherwise, you might want to skip this review.

Shugo (male) and Rena (female) are fourteen-year-old twins.  Rena wins a contest that enables her and Shugo to play the long-running MMO with chibi versions of the avatars used originally by the fabled hackers, Kite and BlackRose.  Having prior knowledge of the game's history means Rena is naturally excited.  Shugo, a newbie, is understandably less enthusiastic.

When a low-level field breaks in-game protocols the twins are drawn in a dangerous direction for which they're completely unprepared.

The story benefits from having the two characters already familiar with each other’s mannerisms and failings in the offline world.  Actions performed in-game can then be used to reveal each sibling's inner-feelings, creating some hilariously awkward moments.  The comedy increases with each successive chapter, which was a pleasant surprise as the .hack world can sometimes be too serious.

3 rare items out of 5

Sunday, February 5, 2012

MBQ Volume 3 (2007)

Author: Felipe Smith | Page Count: 232
"Gat Damn! You reek of dog anus!"
The third and last of the volumes brings Omario's story to a close of sorts. Omario's brash attitude is endangering his friendships and a chance encounter with a fellow artist combined with a costly repair job forces him to rethink his priorities. Also Officer Aiden may be reaching his psychological breaking point as the violence in the seedy underworld of the city ramps up.

All stories not featuring Omario have now severed all connection and are now a completely separate story. This makes the underworld violence shocking, but ultimately inconsequential as it doesn't affect Omario in the slightest. The now separate stories are nice even if they now seem to be page filler or I'm looking at it the wrong way and Aiden was always a 2nd main character. If that's the case, he didn't get near enough face-time to convincingly wrap up his plot. Bad form there, but Smith is more artist than writer so I let it slide since his humor and action scenes are in top form and there is a nice message at the end there in Omario's epiphany that all volumes have been working toward.

Showing up a douchebag in front of his ladies with a rose made of $100 bills out of 5

Tuesday, January 3, 2012

MBQ Volume 2 (2006)

Author: Felipe Smith | Page Count: 200
"You're gonna have to fight for it if you want it. It's always a fight."
Volume 2 picks up where volume 1 left off with Omario looking to get his pages published, but this volume focuses more on the other characters of the series. They get some much needed development that was missing in the first volume. We learn that roommate Jeff is aspiring to more than his fast food job and Omario's brash attitude may finally be straining on him. We also get a little more info on Dee, Omario's drug dealing, gun running, thieving friend, and why they are friends at all. Dee is certainly a thug, but even he plays a role in Omario's journey that we are following. Also we get a small look at the 2 cops R.J. and Aiden.

The black humor is intact and the action is even ratcheted up as is some sexy interludes, but it is pretty disconnected from the story at times and while it is clearly setting up a resolution, it doesn't come in this volume. There is also a pretty weird bit with an ironic jab at lame and uninspired comics that while funny seems a bit over-the-top. That was the point, but it could have been handled differently. It even had an actual author insertion as opposed to the metaphorical one Omario represents. Nice action and comedy, but it could have focused on Omario's story more instead of just the one bit at the end.

3 intercontinental ballistic missiles fired from a demon midget's ass out of 5

Wednesday, November 30, 2011

MBQ Volume 1 (2005)


Author: Felipe Smith | Page Count: 220
"Something personal is original. Doing what everyone else is doing is not... Instead of trying to create the next original hit, they merely imitate past hits. The result is a lame, uniform, unvarying, unchanging industry. I'm not gonna do that. That's why I don't have a job."
Omario is a struggling artist trying to make ends meet in the City of Angels. While he is passionate about his chosen profession, that passion hasn't translated into success. He is encouraged on by his gentle giant roommate Jeff, an employee at McBurger Queen. While trying to make his share of the rent Omario runs afoul of some of the worst Los Angeles has to offer including drug dealers, cops and violence.

Given Felipe Smith's experience as a starving artist, this is probably at least semi-autobiographical. It explains why Omario's character and motivations are so clear since he is at least partially an insertion of Smith himself. The other characters don't get nearly as much development, but it is still a good story with a bit of action mixed with tragic comedy. This mixture is a strange one, but it is inline with the above quote where Omario vents his frustration at the state of modern comics and manga. Not perfect, but good and entertaining. I don't regret buying it just for the coupon for a free In-N-Out Double Double that came with it.

4 Ball Chomping Chihuahuas out of 5