Dragon Quest XI Shows that Simplicity is a Double-Edged Sword (Full Game Review)

JRPGs are my favorite genre of videogames by far. Even though I understand that a lot of them are time sinks and take a long time to really strut their stuff. Just how much benefit of the doubt should they get? After my first impressions of Dragon Quest XI… about a year ago, I finally managed to finish the game. Let’s see how it measures up now.

Hopefully you don’t play JRPGs for the story because DQXI goes out of its way to be a bog-standard JRPG. The plot is about the main character, whom you get to name whatever you want. He is a special hero guy who needs to fight a big bad atop the same World Tree that’s been ripped from Norse mythology for about the 12,221st time to date. 

First things first, I do get that this game is meant to be an homage to simpler times. JRPGs these days get so layered that it’s near impossible to keep up (looking at you, Trails of Cold Steel), and DQXI is a good break from that. However, cliche is cliche.

But of course, I believe in execution over ideas. And for DQXI, I feel kind of mixed. At first, the cutscenes seemed pretty short and sweet; enough to get the point across since they know you’ve seen all this before. But in the second half of the game, it started to take itself super seriously, and the cutscenes got more abundant. The cinematics felt bog-standard, and even half-assed at times. I felt like this game didn’t know if it wanted to provide a streamlined narrative or if it wanted to pass itself off as something more epic.

And to be honest, it’s more so me instead of the game. In my life, I’ve seen variations of the same lines of dialogue hundreds, if not thousands, of times. I decided that I needed to pick my battles when it came down to if I wanted to be emotionally invested in a story, and DQXI did not make the cut. I see comments like “It’s cliche, but it has a ton of heart” for stuff like this, and that’s when I realized that the appeal of Dragon Quest as a whole is that human emotional mindset that eludes me to this day.

In addition to the narrative, the characters embody JRPG tropes at their most uninspired and cliche; the very definition of by-the-book. The only character that I liked was Sylvando, but that’s more so because his archetype is inherently difficult to mess up compared to everyone else. And Toriyama… I’m sorry, but it feels like this man’s finally starting to run out of steam as an artist. While the art style itself is timeless, after this many years, one can only come up with so many ideas. Either a character is more or less ripped straight from Dragon Ball (like the main character, who looks too much like Android 17), or it appears Toriyama just took a stock fantasy design and slapped his signature face style on it.

I am ragging on the story and characters a lot, but if there’s one positive, it’s… the fact that this game came out in the 2010s. If anyone’s familiar with the good ol’ days (or watches a lot of YouTubers who play old games), you’d know that localization was a BIT terrible back then. They botched numerous translations, and straight-up censored any presence of Japanese culture (which Yo-Kai Watch does anyway *grumble* *grumble*), and anything that Westerners would consider taboo. As a result, it’s weird to see a lot of old tropes not censored in DQXI. We have plenty of porno mags, actually translated as such, and the game’s weird obsession with trying to involve the main character and his older half-sister in an incestuous relationship. They do censor prostitution with the onomatopoeia “*puff* *puff*”, but that could be chalked up as a timeless Dragon Quest meme that just stuck over the years. Another BIG distinction is that this is the first JRPG I have ever played that refers to KO’d party members as “dead”. SO EDGY. The story writing might be meh, but at least the flavor text isn’t!

And even then, sometimes the flavor text has TOO much personality. For example, if there’s anything you are unable to do in the game, the text is arbitrarily read as “You can’t currently do XYZ yet”. As a writer, I learned to not have such redundancy in text, and it bothers me that it’s in an official game; it felt like they were just bragging about how good their localization is. Another standout feature is that every area has its own [racist] dialect. While some of them are cute, these accents are often so thick that I had legitimate trouble reading them. Sometimes, too much of a good thing is bad.

Fortunately, what I really care about is gameplay. DQXI is a good, old fashioned, rootin’ tootin’, retro JRPG. When battle starts, you pick your character’s command when it’s their turn, and do the move. Everything is as it says on the tin. If you’ve played a JRPG, you’ve played this one. Battles can also be set to go extra fast, just in case you need to grind, but this game isn’t designed to be grindy (but that doesn’t mean grinding isn’t encouraged, like for materials and stuff). 

Thankfully, DQXI has a lot of modern quality-of-life mechanics. For example, you can press Y on the pause menu to instantly heal every party member in the most MP-friendly way possible (THANK YOU). Also, whenever you sell an item, the shopkeep will warn you if you’re about to sell something one-of-a-kind. 

Conversely, there is a very Earthbound-like inventory management mechanic. Each party member can carry only so many items, including equipment. Fortunately, there are infinitely large bags for excess items, equipment, as well as a slot for key items. Transferring items is pretty easy, but you gotta remember to do it, or else you’ll be thirty-plus hours into the game, in a tough battle, and only have poop-tier healing items.

The modern twist that Dragon Quest XI uses to stand out is Pep Powers. With Pep Powers, your character basically goes Super Saiyan (since this is an Akira Toriyama game, after all), and if the right party members are Pepped, you get access to what essentially are Dual and Triple Techs from Chrono Trigger, and as expected, being able to try out all these combinations is no doubt the best aspect of the game. However, there are a number of issues. Although the game says that Pep kicks in after your character takes a lot of damage, similar to a Tales Of game’s Overlimit, in my experience it seems to be purely random. Furthermore, the Pep status goes away as soon as you use one Pep Power, or after a certain number of turns, which the game thankfully gives a visual indication on the last turn that it’s available on. What sucks is that the Pep Powers are the coolest aspect of the game, yet you cannot control the conditions at which you use them other than with items that you don’t get until AFTER YOU BEAT THE FINAL BOSS. Fortunately, ending a battle in the Pep state causes it to carry over, which can help in a tougher battle; but at the same time you’d have to grind battles if you wish to rely on Pep for said situations. 

Another thing I find tedious is the game’s skill tree. Normally, I love skill trees in JRPGs, however, Dragon Quest XI‘s is really stingy. You only get skill points on level up, which starts off small but comes in bigger chunks at higher levels. This is good because most skills require 6, 10, or even more skill points each. There is a mechanic to unlearn skills, but it can only work on entire categories, which is a pain if you only want to drop one skill.

One of the most interesting aspects of the game is that everyone has different weapons they can use, such as a regular sword or a greatsword for the main protagonist. Each section of their skill tree is devoted to one of the weapon styles, plus an additional style that’s unique to them only. I’ve been doing skill trees by committing to a single section at a time, which is likely not the way the game intends, since skills are pricier the further out from the center you go, and it’s a real pain. The game lets you re-equip different weapons mid-battle without taking up your turn, which is nice, so it’s possible that the game wants you to fill in multiple branches at once.

The crafting system in Dragon Quest XI is really fun. With the Fun-time Forge, you can craft new equipment with materials you find around the world (as well as their recipes). This starts a minigame where you have a limited number of strikes to fill up gauges on different areas of the equipment. You want to fill it up to the green section, but REALLY want to fill up to the arrow on each gauge (which will be indicated by it turning yellow). The closer you get, the better the final product will be, with the best being a Perfection. Forging things successfully gives you Perfectionist Pearls, which can be consumed to reforge something to make it stronger. Make sure you reforge as many things as possible, because it doesn’t just increase stats, but the power of bonus effects, like elemental and status resistances. Levelling up the main character also boosts your forging skills, which can increase your Focus and allow him to learn Flourishes, which are special moves that make the minigame even more interesting than before. Options are limited early on, but it gets rather interesting on the tougher equipment.

The world of DQXI is- although colorful and vibrant- very large and bland. I get that this world was designed with the ability to be played in old school top-down style or 3D, but that doesn’t mean it’s any less uninspired. Also, the game’s soundtrack is kind of meh, but it doesn’t grate on you unless you start doing tedious stuff like material farming. The towns have the best personality and the most thought put into them, but they seem to act like vehicles for padding the game more than anything else.

Oh, speaking of padding: get used to that a lot. Like I said before, each first arrival in a new town has you running around towards numerous objectives that take place throughout the town itself. The worst case is the interlude in between the first two acts of the game. In it, you have to play through four consecutive scenarios, each starting a party member by themselves, and none of them are even remotely enjoyable besides the first one. You can also potentially permanently miss collectibles during these scenes, and I only say “potentially” because it’s not entirely clear if optional stuff done in these scenarios has impact for later (if this was a Final Fantasy or Tales Of game, it definitely would). 

But after that agonizing section, the game truly starts. It sucks that it takes about thirty-five hours, but it really does go from a slightly-above-average JRPG to a straight-up great JRPG. There is so much more depth, and each party member gets a ton of new abilities after going through huge epiphanies in their character arcs. Once you start this part of the game, it appears that you can tackle things in any order you choose… until you are gated time and time again by several annoying prerequisites. I hate it when games do this, and DQXI is no exception.

As far as side quests go, there aren’t as many as most JRPGs. However, there is also a side section where you find weird ghosts that unlock different areas of past Dragon Quest worlds in a special, 2D only zone. The biggest problem with 2D mode is that the text box color and font color can be very straining to read. Plus, you can’t save in this place at all, which reduces the incentive to knock out many quests at once. These never expire, so it’s ideal to do them all at onces towards the end of the game (also, you don’t have to gouge your eyes out at the freakin’ UI for as long since you’d be higher level).

The game also has a Draconian Quest setting, which lets you custom set some handicaps which will make the game harder. I chose one where NPCs can sometimes lie, because I thought they would give me false game advice, such as, “Use this ability on this enemy, whoops that actually does the opposite of killing them,” but the lies are all gobble-di-gook and the game plays a jingle whenever one actually occurred. It’s funny if it happens with a story-important NPC, but I imagine it gets really hard if you have tough enemies and no armor handicaps. The later parts of the game would be nightmarish like this.

When it comes to a casual campaign, DQXI is relatively tame. As long as your party is at its proper level, and you understand the mechanics, it isn’t too difficult. There are some dumb quirks, however, such as the fact that enemies can randomly start with an advantage even when you get a pre-emptive strike. Another really stupid thing is the case with any status that can be cured by attacking the afflicted person. If you use an attack that targets all enemies, you will target the person with the status as well. I have gotten characters killed because of this. Also, I have a pet peeve for any JRPG where you can’t see the turn order in battle, and DQXI is one such case.

Like any JRPG, DQXI has gambling. Fortunately, DQXI has one of the most generous cases of gambling in any JRPG. The game has two casinos, the second of which comes up during the second act. Naturally, the latter casino has the better prizes. In fact, the first casino doesn’t have anything worth buying long term, except for some recipe book. The other casino has a great weapon for Sylvando, some really useful equipment, and the only purchasable MP restoratives in the game. 

The only method I used to earn tokens was the good old slots. I wasn’t old (read as: stupid) enough to gamble IRL, so I never got to understand how things like blackjack and roulettes work. The Slime Quest slots had twelve pages of instructions, and I couldn’t understand crap. I presume the regular slots are the least lucrative method, but they’re reliable. Use save scumming often, and build up enough tokens off of the low paying machines to bet big on the red, high paying machines. The slots are very generous; once you build two of a kind, the game is likely to indulge and complete it for you. You also have a chance of a Mrs. Slime giving you a push if you’re one away from completing a combination. The best thing that can happen is Metal Mode, which will temporarily double the value of everything. Generally, I had much more luck during this state than regular slots. Earning Free Spins is also great because it prioritizes using them over Silver Spins. Thus, earning them during Metal Mode will effectively give you extra Silver Spins. Getting five 7s in Metal Mode gives you the jackpot, and I’ve earned around seven of them during my gameplay. This is by far the easiest gambling area in any JRPG.

If there’s anything I’ll give props to Dragon Quest XI for, it’s perhaps having one the most substantial post-games of any JRPG I’ve ever played. It doesn’t just open up an entirely new story arc, but it gives you tons of new quests, the Ultimate Key to help access new areas, and more. Unfortunately, the whole premise of the post-game is so bad that it makes any remotely salvageable aspect of the main story null and void.

To sum up the post-game, you basically travel back in time to pre-emptively defeat the final boss (don’t worry; it’s a completely different fight the second time), which causes an EVEN EVILER EVIL to appear. While it’s typical for new villains to show up for no reason in battle shounen, the time travel aspect is what kills it. Toriyama is no stranger to the trope, but in this particular instance, a lot of the genuine struggles of the latter half of the game are completely wiped off the slate. One of your main party members dies, and is brought back with no consequence. Any amount of character development is out the window. With the exception of two party members, you just experience abridged versions of those same struggles that feel way stiffer than the first time around. And all the new abilities that they awakened at that point? Mr. Popo just waves some pixie dust and they learn it all back instantly! I was willing to give the plot some sort of benefit of the doubt, but this post-game arc crosses the line. I mean, wow.

One final confession before I give the final score: I’m publishing this review without having completely completed the post-game. I’m sorry, but I have next to no time in my life. I simply do not like DQXI enough to effectively double the length of the game (yes that’s how much there is to do after the final boss). But honestly, I doubt that beating the final FINAL boss will single-handedly change my opinion of the WHOLE game.

~~~~~

Final Verdict: 8/10

Dragon Quest XI is a great JRPG, but it’s not the best. I find it baffling that a lot of people in the community seem to absolutely adore this game, as if it was one of the greatest JRPGs ever. Maybe they figured out how to manipulate the Pep Powers, which could’ve enhanced the experience. It could be a generational thing; it borrows elements from Final Fantasy 6 and Chrono Trigger, and while veterans might see an inferior variant, kids who’re playing DQXI as their first ever JRPG would have their minds blown nonetheless. Overall, I’d recommend DQXI if you’re a JRPG junkie, but there are a lot of other things that outclass it.

The Dragon Prince is as Epic as it is Choppy (First Impressions, Seasons 1-3)

I’ve been using the extra free-time from COVID-19 to watch some TV shows for the first time in my life. I just finished watching stuff like Avatar: The Last Airbender and Steven Universe, and those had some pretty emotional baggage. I’m caught up to DuckTales, and I needed something “dumb and fun” to watch after the tumultuousness of Steven. So, I turned to the first and last Netflix Original I’ll ever watch, The Dragon Prince. Made by some of the original creators of Avatar, I hoped that it would be as dumb and fun as I wanted it to be (for the record, it’s apparently really popular but I only heard of it when Netflix recommended it to me after I started Avatar. Hooray for my patented living-under-a-rock powers!). I thought I had watched 75% percent of the show after the first three seasons; but apparently, there’s going to be seven. So, let’s see if the show is worth the big investment.

The Dragon Prince starts out with a truly draconic exposition dump. Basically, there was this land of Xadia that had all this cool magic and stuff. But once one single person discovered evil dark magic, the elves took it out on the ENTIRE human race and forced them to move west. A powerful dragon named Thunder guarded the border, but everything changed when the Human Nation attacked (had to; it’s supposed to be comparable to Avatar). They used dark magic to slay Thunder, and killed his little egg bearing his heir, the Dragon Prince. War between the two halves of the world was just a shot away.

In the present day, we have two princes who live in a fancy schmancy palace by the name of Callum and Ezran. Life is all well and good, but everything changed when the Moonshadow Elf Nation attacked. So, they get sent away for their own protection. Meanwhile, an Elf girl named Rayla whiffs the chance to kill a human and now all of her friends hate her. The three kids inevitably cross paths, and it is revealed that the Dragon Prince is miraculously still alive. I guess we’re hoofing it to Xadia, then!

Before we can discuss the content of the narrative, this is one of those shows where it’s important to discuss the visuals first. The Dragon Prince is a fully CG show, similar to RWBY, and that tends to put off a large number of people. As the first show of this type that I watched, I found it to be pretty tolerable. The backgrounds appear to be fully hand-painted, like with Avatar, and the lighting and particle effects really help the world pop. The real issue is the character design. They have a cel-shaded style that doesn’t look all that bad, but for some reason, everyone moves at a very choppy and inconsistent framerate. I imagine this must be a stylistic choice, since I figured Netflix being rich enough to allow for models to move at 60 fps (also the fact that most modeling software these days function at that rate as well). But regardless, it’s definitely better to look at than most CG I’ve seen in anime and stuff.

So, I wanted The Dragon Prince to be dumb and fun, and boy, did I get what I wished for! This show is a kind of adventure fantasy that just isn’t common enough these days; too many of them are busy being political, dark, brooding, and in a lot of cases, ripping off Harry Potter. But nope, The Dragon Prince is a good ol’, “ragtag team of kids against the world” kind of fantasy, just like Avatar, except with a more modern sense of humor. There are some politics, but it’s incredibly clear-cut as to what the correct solution is, and it’s very explicit as far as which figures are smart and which are manipulable idiots.

However, just because The Dragon Prince is both dumb and fun, that doesn’t mean the latter is enough to justify the former for some people. While I am enjoying the show a lot thus far, the story is simplistic on a near child-like level. While it does try to be morally ambiguous by having the war be kind of the fault of both races, individual characters’ moral structures are written all over their sleeves. They don’t even try to hide the evilness of The Dragon Prince’s main antagonist, which is definitely a turn-off to those who like those layer-caked villains. The show can also be hard to take seriously even when it tries to be serious. In fact, the episode loading screen on Netlflix shows a screenshot of the fully hatched Dragon Prince, which spoils that he survives almost dying of hypothermia at the end of season one.

I’ll at least give them some slack for even remotely original worldbuilding. Instead of the tired Four Good Ol’ Elements, the world of The Dragon Prince comes packed with the Six Primal Sources, such as the Moon and the Stars. But functionally, they really aren’t that much different from the same elements of Avatar. It’s similar to how Trails of Cold Steel calls dark magic “Time Magic” and stuff. Look, don’t expect super originality from this thing, okay?

Especially not the cast. The leading male protagonist, Callum, would be unremarkable if it didn’t sound like he was voiced by the voice actor of Sokka from Avatar (he even makes the same wry comments as Sokka at times). He’s the stepson of the king, which would normally make him the victim of many a bully, but the issue seems to have next to no plot relevance; I can at least be thankful that they didn’t paint by numbers THAT much. Meanwhile, his stepbrother, Ezran, is- despite being the youngest- the moral support of the trio. Whenever drama unfolds in the group, he makes things right, almost in an overly convenient, Steven Universe kind of way. Furthermore, Ezran gets some genuine growth starting in the third season.

The female lead is the elf, Rayla. She’s a typical tomboy, but she’s also a bit of Mary Sue, since her first revealed trait is the inability to take a life. She’s also tsundere to the max, and it’s almost too obvious that she and Callum are going to be lovers. But despite how brooding she can be, she has some cute interactions with the boys all the same.

But I don’t like the entire crew. My least favorite characters are the animals that tag along: Bait and Zim, the latter of which is titular Dragon Prince who is not at all named after a cult classic cartoon from the early 2000s. Bait is very inconsistent; he’s useful, thanks to his flash ability, but he also tends to be the direct cause of some conflicts. Zim is just ADORABLE, and I do not like him because of that. I can imagine that both of these characters have toys based off of them in shopping malls everywhere. And to top it all off, Bait and Zim sometimes engage in a shipping war over Ezran.

The main antagonist is a geezer named Verin, the king’s royal advisor. Spoiler alert, the royal advisor is a bad man! Never seen THAT before! Fortunately, he is actually pretty interesting, because all of the evil things he’s doing are out of an obsessive devotion to the kingdom, and he genuinely thinks it’s good. I do have some kind of theory about him that has not yet been confirmed, but if I’m correct, his whole character arc could be undermined and he’ll become a typical one dimensional villain.

Other antagonists include Verin’s kids, Sorin and Claudia. They aren’t inherently evil, but they are both very stupid, and end up being easily coerced into following the princes and “accidentally letting them die” without even knowing that it’s a bad thing. But despite their stupidity (or rather, because of it), they have some great spats with each other, which provides some of the best humor in the series, and plus, they are genuinely good kids at heart. Sometimes, I enjoy their scenes more than the main group’s. The second season also introduces an incredibly sexy villain named Aaravos, but there’s not much known about him at this time.

~~~~~

Current Verdict: 8.65/10

I know, I know… I just scored The Dragon Prince .15 points more than Avatar. I’m sorry. I know that Avatar is definitely a better crafted fantasy epic, yet this show was more fun to watch for whatever reason. It has its flaws, but it’s definitely shaping up to be something great. I recommend it to any fantasy fans (unless you like the dark and brooding stuff, in which case, stay the heck away from this show).

Back to Usual Shenanigans – SAO: Moon Cradle Arc Review (Volumes 19 and 20)

Volume 18 of Sword Art Online marked the end of the massive Alicization Arc. Now, we can finally go to a new arc, in a new wor- wait, why is there a map of the Underworld inside volume 19? Oh my God. Of course… This is Kawahara. We can’t go to a new proper arc without some filler in between! This review covers the two-part filler arc: Moon Cradle.

Moon Cradle is set during the two hundred year time period that Kirito and Asuna are trapped in the Underworld, after they beat up Vecta and Poopoo (Laughing Coffin guy), and turn Alice into an android (or something). Everything’s all well and good, until a goblin is accused of murdering a civilian. It’s up to detective Kirito once again! After all, he’s solved a whopping one other mystery in his life; he’s perfect!

The first volume is basically figuring out who the murderer is, and the second volume is catching the booger. Like other SAO filler arcs (besides the Asuna one), Moon Cradle is incredibly boring. Furthermore, Kirito and Asuna get free plot armor, since we’ve SEEN them return from the Underworld in the previous volume. He also showcases more of his OP-ness from scenes like being able to force open a Vecta-only door with no problem. 

The characters don’t get much better either. Sure, Kirito and Ronie (who’s role in the Alicization Arc I completely forgot) get to spend some time together, but it’s more so a kick in her crotch, since Kirito and Asuna will always be THE couple. But hey, at least Kirito is as “good” and “inspirational” as he always is (*proceeds to wretch*).

And similar to most of SAO, despite the urgency of the situation (which ends up escalating to both a murder and a kidnapping), the characters find some time to goof off. “Should we solve this mystery?” “We should, but I think we should have a picnic lunch first!” This is almost Log Horizon level of characters actively choosing to not advance the plot. 

But the term “advance the plot” is applied loosely here. Most of the investigation is them discussing the nuances of the Taboo Index over and over and over again. And the one time they do something investigative, they just whip out some magic that allows them to witness the crime as it occurred! At this point, I’ve lost all knowledge (and care) of how the magic system in the Underworld works, so if you can prove whether or not the spell they did was possible within the world’s logic, then have at it and explain it to me in the comments section.

To end off the arc is a less-than-stellar climax. It builds up to the possibility of a team of two women fighting the bad guy, which would have been a nice change of pace. I say “would have been” because Kirito shows up right at the end and takes all the credit like the scientists who stole that one lady’s discovery of DNA. The actual conflict isn’t even resolved, and Kawahara even points that out himself in the afterword. But despite this, he’s chosen to start a completely new arc because… reasons?

Verdict: 5/10

Alicization was the first remotely descent arc in SAO, and now we have this. I’m sorry for being so rude, but I was seriously, lividly tired of that blasted Underworld! Well, it’s over now. So let’s hope beyond hope that Unital Ring is even worth half the pain of putting up with everything that leads up to it!

Weeb Reads Monthly – August 2020

Welcome to the first Weeb Reads Monthly post! If you don’t know how it works, I’ll explain it right here and now. Basically, all the light novel volumes I would’ve covered in a given month (with the exception of series debuts) will be covered here. The review of the individual volumes will be only one or two paragraphs each, but it’ll all be organized into this post. And don’t worry if you’re looking for a specific volume; each post will be categorized and tagged under the respective series covered, so you can just search for the tags. Without further ado, let’s see how good of an idea this was!


Eighty-Six Volume 5

We’re starting out strong with the newest volume of Eighty-Six, the game-changing military sci-fi epic that’s sure to become mainstream when the anime airs. Speaking of the anime, I really hope (even though it’s not going to happen) that it airs this fall. Given the core themes, the timing would be all-too perfect given the current circumstances. 

Anyway, this installment continues the train ride of win that was started in volume 4. First and foremost, we get some huge revelations regarding the Legion’s origins. You will have to suspend some disbelief, because the new character, Vika, basically developed the Legion’s AI when he was just about done wearing diapers. It’s dumb, but you know what, Dreamworks made a movie about a baby who runs an entire business, so pick your battles.

Eighty-Six enters cyberpunk territory with the introduction of Sirins. These are androids made using similar design principles that contribute to the Legion, and they are not exactly well received by the main protagonists. This brings up the expected ethical issues, which are all discussed ad nauseum in the actual story, so… Look, subtlety has NOT been Eighty-Six’s forte, alright?

Overall, this volume was great as usual. Also, the one scene during the climax has gotta be iconic for the entire series. Just wow… the amount of despair was beyond anything that Re:ZERO could possibly offer. Eighty-Six raises the bar, that’s for sure!

Verdict: 8.65/10


Rascal Does Not Dream of Petite Devil Kohai

I did not particularly enjoy the previous volume, Rascal Does Not Dream of Bunny Girl Senpai. While it wasn’t baaaaaad, it was still kind of pretentious, as it was like “Oh look at me and how symbolic I am! I studied quantum physics, love me, WAAAAANT ME!” (Okay, now I’m referencing Seinfeld but you get the point). But you know what, I had to give it another chance because I’m a glutton for punishment!

If you recall from the previous volume, our buddy Sakuta enters a Groundhog Day-like time loop. This is, of course, another case of Adolescence Syndrome, and the perp is Tomoe Koga. But unlike Mika, whose issue was at least something legitimately terrifying from a sociological standpoint, Tomoe’s issue boils down to dumb teen antics. The plot structure is also very similar to the previous book: Sakuta has a strange experience, gets confused, talks to Rio, Rio vomits quantum physics, and Sakuta’s like “Okay now I get it.”

Overall, my problems with Rascal as a whole still have not changed. I do not like the application of quantum physics at all; to me, it serves no purpose other than to make the story feel more profound than it is(n’t). The other reason is more so a problem I have with popular culture as a whole. For reasons I don’t quite understand, general consensus seems to be that individual personal problems are an objectively better story theme than problems of a grander scope. And by complaining about it just now, I lose all my credibility as an adult human being. *Sighs* Look, Rascal at least has some semblance of good writing and forward momentum, so I’ll keep my eye on it for now.

Verdict: 7.5/10


Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? Volume 6

This is the first time I’ve covered this franchise on my blog. I didn’t want to review them volume-by-volume because, like with Cautious Hero, I’d have nothing of note to say. So now that I have this new formula, I can talk about it! 

Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? (better known as Okaasan Online) is about a boy named Masato who gets to testrun a new VRMMORPG, but the twist is that his mother, Mamako, gets stuck with him! It gets a lot of criticism for being ecchi, but I love it. Mamako is a great twist on the overpowered protagonist, who- like any real mom- embarrasses her son nonstop. The supporting characters, like Best Girl Wise, are great as well. And after the previous volume’s introduction of this sort of Anti-Mamako character, named Hahako, I’ve highly anticipated this volume and how it might handle her character.

Unfortunately, we don’t get to see much of her until towards the end. In fact, the first half of the volume is filler. But once we get past that point, the series is at its usual antics. We also get introduced to a new Best Girl named Mone. She’s pretty much the yandere; if Masato doesn’t dote on her, everyone dies. There’s not much else to say about the volume, and that’s exactly why I made LN posts like this now!

Verdict: 8.45/10


Full Metal Panic! Volume 4

This is also the first time I’ve ever discussed Full Metal Panic!, mainly because I didn’t know if I would be able to commit to finishing it. I’m only including it here because the new So I’m a Spider, So What? didn’t come out on August 18th like I thought it would, and this was one of the few options that I didn’t outright hate. As you can see, I’m also WAY behind on the volumes, and that’s because too much comes out too quickly. And I’m sure I’m going to make a lot of retro anime fans livid when I say this, but… I haven’t exactly been liking FMP! as much as a lot of more modern stuff. It’s fun, but this could easily be the last volume of the series I read, since I only have so much time and money.

Anyways, for the uninitiated, Full Metal Panic! is about a secret agent named Sousuke Sagara who is charged with keeping his eye on a girl named Chidori Kaname, who is established in the first volume to have some secret brain knowledge that could be very dangerous in the wrong hands. So far, it’s been a series of episodic, Saturday Morning Cartoon-like escapades where Sousuke fights some people and Chidori is baggage because it was the 1990s back then.

It could be because it’s been more than a hot minute since I last read FMP!, but I didn’t exactly enjoy this volume too much. Basically, they capture this dude, and there seems to be no real purpose for capturing him other than the fact that he was a bad guy in the previous volume. Things pick up a lot towards the end, and some nasty cliffhangers are thrust in our faces. 

But even then, this series just has not grabbed me at all. A lot of critics would say that FMP! is automatically better than more recent stuff just because it’s not isekai, and while I do acknowledge that every one of the older series I’ve read has been radically different, I find that a of newer stuff- isekai included- are better (and before you accuse me of being a twelve-year-old, keep in mind that a lot of FMP! fans were twelve when it first came out). So far, I find Durarara! to be the only older series to still be really good to this day.

Verdict: 7.75/10


Conclusion

The first post of this series is pretty short, but that’s probably good; shouldn’t get too ambitious (it also doesn’t help that almost everything I covered came out in the second half of the month). Overall, this was a solid month of great reads, and I definitely prefer reviewing light novels in this manner. Leave me a comment on your thoughts of this new format!

The Sorcerer King of Destruction and the Golem of the Barbarian Queen Volume 1 Review

For every happy-go-lucky isekai, there’s one that tries to be all dark and brooding. One example is The Eminence in Shadow, which I recently covered. There’s also, of course, Overlord and Torture Princess. Despite their wild variance in quality, they all seem to have one thing in common: they’re not really that dark at all. I’m fine with that, but it would be nice to have something that’s truly effed up. Maybe this new series from Seven Seas, *takes deep breath* The Sorcerer King of Destruction and the Golem of the Barbarian Queen, will be dark enough.

In Sorcerer King, a dude is summoned to another world. He finds some books, and realizes that the purpose of his summoning is to become the titular Sorcerer King of Destruction and destroy the world! Ignoring that last part, he practices some spells, such as summoning golems. When he actually manages to make one that lasts, he loses all of his memories of the real world.

What is immediately made apparent is that this thing starts off slow. And I mean real slow. To put it in anime terms, it fails the “Three Episode Test”, which judges anime under the pretense that it’ll pick up during the third episode at the latest. It takes almost a quarter of the volume for the guy to create the other protagonist, his golem, Goltarou. However, it doesn’t become the strapping she-golem that probably made you want to read this light novel in the first place until about halfway through.

And as far as tone is concerned… Sorcerer King is- surprise, surprise- edgy, instead of dark. Even if the protag has no memories of himself, he still has memories of Japan and various otaku terminology, which is as out-of-place as it usually is. But if anything is dark, it’s the world itself. This is the sorriest state I have ever seen an isekai setting in; even more so than Torture Princess, which is definitely saying something. There’s no need for a Sorcerer King of Destruction; it seems the world is already destroyed.

When it comes to the characters, it’s just our main protagonist and Goltarou. He’s as generic as you can expect. In fact, without his memories, anyone can project themselves onto him, hooray! The real point of contention is Goltarou. One aspect that stands out is the possibility that she’s transgender, which to me, is a first in isekai (ps: if trans is the wrong term for this, then please correct me). However, they’re still clearly pushing for a heterosexual romance between her and the main protagonist, so it’s kind of up to interpretation. Due to the fact that Goltarou is silent, has no personality, and does whatever the main protagonist says, her being 100% female would make this LN come off as hardcore sexist.

The art is mixed. While the cover art is fine, the inside illustrations are very rough and sketchy. Everything has a dark toner that makes a lot of stuff blur together, and I’m not entirely a fan. But hey, what’s important is that Goltarou is very *makes cat noises*. 

~~~~~

Verdict: 7/10

So far, Sorcerer King is very… okay. It could go either way from here, so I can’t definitively say what I think. For the time being, I recommend it if you like those anime waifus who walk around like robots and call you “goshujin-sama”. 

The Eminence in Shadow Volume 1 Review

If you know my blog, you know I tend to like a good sociopath. As a critic, I don’t like Mary/Gary Sue; sometimes I want a protagonist like Light Yagami, who smirks and says “All according to keikaku.” However, I know not everyone feels that way, and that’s why I anticipate that The Eminence in Shadow (published in English by Yen Press) is going to become one of the most contentious new isekai.

Our protagonist idolizes those who operate from behind the scenes, and he dreams of being a puppet master himself. The biggest thing standing in his way is the fact that magic isn’t real in our world. After years of training, he gets hit by a truck, and is reborn in a fantasy world as Cid Kagenou. With his wildest dreams now in his grasp, he (very quickly) builds a harem of cute girls, and calls said harem the Shadow Garden.

The Eminence in Shadow reeks of shallow wish-fulfilment, and not just because of the harem. Similar to the Secret Organization LN I reviewed (that got axed apparently), Cid pulls a non-existent enemy out of his ass by fabricating the Cult of Diablos. The women he meets fall for it hook, line, and sinker. Or at least… I think that’s the case? The opening lines in the volume are as follows: “The Cult of Diablos… That’s our enemy. Well… it’s not like they actually exist.” However, from pretty much the get-go, they’re already fighting evil scientists who seem to very much be real Diablos Cult members. I don’t know if it was implied that Cid bribed them into doing it or something, or if it was an oopsie on the author’s part (or option C: I didn’t notice it because I’m a dimwit).

Putting that logic issue aside, Eminence is pretty entertaining. It has a dark sense of humor, and that stupid level of teen angst that’s fun to cringe at. The story reads fast, and there’s plenty of gore and over-the-top action. There’s also some funny romcom-like antics that ensue as Cid tries to blend in as a side character at his school.

Speaking of characters, Cid is my favorite thus far; he’s a clever, conniving little sociopath. He’s also a pretty unique take on an overpowered protagonist, since he’s overpowered at techniques rather than, well, power. But other than him, everyone else is quite forgettable. His entourage of women are your typical tropes, and they’re all Cid’s lapdogs. The only other remotely likeable characters are this sadistic princess, Alexia, and Gamma, one of Cid’s women who is somehow both a mastermind and a ditz at the same time.

The art in Eminence is great. It has an edgy color palette which fits in perfectly with its image, and the characters at least look cool, even if they aren’t particularly enjoyable. I’ll definitely be looking forward to what the future volume covers look like.

~~~~~

Verdict: 7.65/10

Although it’s a bit confusing at times, The Eminence in Shadow is off to a great start. It’s edgy, trashy, and scandalous. For now, I recommend it to fans of similarly edgy franchises, like Persona.

No Guns Life First Impressions (Volumes 1-5)

An unspoken tradition in the world of anime and manga is to make things into guns. Swords are among the first weapons to become guns, for example. Even Western anime like RWBY honor the tradition by turning scythes, boots, and even suitcases into guns. Honestly, it’s surprising that it took until the manga No Guns Life, published in English by Viz, to turn an entire person into a gun.

In No Guns Life, people get all kinds of augments. The people with these augments are called Extended. Juzo Inui is so Extended… his freaking head is a gun! Although there is no war, things are not safe in the city, and he does all sorts of odd jobs to get by. But one fateful day, a dude hires him to protect a child named Tetsuro Arahabaki. Turns out that the dude was being remote controlled by Tetsuro due to a special ability called Harmony. Because of this, the megacorporation known as Beruhren tries to climb up Juzo’s ass. But that doesn’t matter; if the client pays, he’ll do the job.

At first, it seems that No Guns Life is a typical “cyberpunk starring a hard-hearted war veteran who was used as a tool, is outcast by society now that he’s obsolete, and is sucked into a massive government conspiracy while he comes to terms with his past and makes us wonder what makes us human”. And, well, that’s because it’s just that. Like Levius, there really isn’t anything particularly special about the manga in terms of ideas.

Fortunately, it does have a good sense of momentum. So far, No Guns Life has behaved similarly to Ghost in the Shell, where we observe Juzo take on various jobs, each of which tells us a little more about the world and the overarching story. The plot is engaging, and full of intrigue, even if it’s all stuff we saw in every piece of cyberpunk media ever published. 

Unfortunately, its cast is not too special. Juzo is the most likeable by far; he’s that nonchalant bad-ass type. There’s a number of parts where he gets livid just for someone messing with his favorite brand of cigarettes (as a small side note, there is a chance that the fact that it is implied that his smokes are essential for his Extended body to function could be interpreted as the manga endorsing substance abuse. But I’m the last person who wants to be “that guy” so I’ll leave it to your discretion). But other than him, we have some typical cyberpunk tropes. Tetsuro is basically a shounen protagonist disguised as a supporting character, and his personal engineer, Mary, is the sisterly figure who exists to tune him up while sometimes being a waifu.

The antagonists aren’t much better either. If you couldn’t tell from the rundown of the premise, Beruhren is the typical evil, monopolizing conglomerate that “symbolically represents Apple and Google and their massive conspiracy to take over all our personal data and allow the world to be controlled by Chinese censorship since they’re the biggest market in the world and all they care about is money” (side note: I’m being sarcastic and I personally don’t believe any of that). There’s also the organization, Spitzbergen, that is against the Extended (and guess what: they use Extended to kill other Extended which represents “the hypocrisy of the government and/or every organized religion”). And as far as individuals are concerned, at this point they’ve mainly been war veterans who got all cuckoo as a result of PTSD which “represents what Juzo could potentially have become which makes them morally ambiguous for some reason”.

At the very least, No Guns Life has great art. It has a rough style, with plenty of action. Even if the antagonists are lackluster, they at least have some legitimately creepy character designs. And speaking of character designs, Juzo definitely stands out as a protagonist given his unique head shape.

~~~~~

Current Verdict: 8.4/10

I hate saying this as a sci-fi fan, but cyberpunk has definitely lost its luster since the 1990s. At the time, sure, it was cool to be like “Whoa, what if we’re living in a simulation?” or, “Does pimping ourselves up with machinery make us no longer human?” But now, in this day and age, questions like that are about as cliche as a hentai protagonist being popular among cute girls. Despite how much the genre brings to the table, it’s deceptively restrictive. Personally, I believe that sheer entertainment value is all that cyberpunk has left in terms of appeal, and No Guns Life delivers (took me long enough to get to the topic at hand). I recommend it to any cyberpunk fans, as well as edgelords who think having a gun-head is cool.

The Hero Is Overpowered But Overly Cautious Volume 4 Review

Last time on Cautious Hero, Rista and Seiya end up in Ixphoria, the SS Rank world that Seiya failed to save in a previous life. Rista opens a gate to make adjustments, but a werewolf breaks through. Adenela kills it, but it mutters something about having already left its mark. Seiya immediately heads to Ixphoria, saying “Everything’s going to be okay”. When they arrive, it turns out the werewolf’s attack left Seiya with amnesia, and a reckless personality. Rista manages to get him to hold back, then an old guy helps guide them to safety, where they encounter Braht, one of Seiya’s old buddies. After a bit of an argument, Seiya grabs a rusty sword and heads out to fight the boss, Bunogeos. Rista manages to turn the sword into a platinum sword, and Seiya is able to beat some of the enemies by using his high-level spells in ACTUAL combat. But Bunogeos shows up and captures them. Fortunately, Seiya is able to destroy the iron bars by headbutting them, and recovers his memory in the process. The refugees aren’t giving him a warm welcome, so Seiya beats them up (yep, he’s back alright). Unfortunately, he also hates Rista, because it was her fault that he couldn’t be perfectly prepared. He promises to defeat Bunogeos, so he changes his class to Jolly Piper, with Earth Mage as a secondary job. They sneak underground, and Seiya utilizes a makeshift spitball gun to take out the enemies. It’s super effective! They repeat this strat for a while, then seek out Bunogeos. Curiously enough, Seiya starts squealing like a pig while spying on Bunogeos. Unfortunately, they aren’t able to find a weakness before being detected, so they fight him head-on. But of course, Seiya learned the ability to change classes himself, and thus is able to make quick work of him, even when he tries to enter his second phase. When they head back to the spirit world, Seiya masters shape-shifting, turning himself into Bunogeos (the pig squealing was practice for this), and Rista into a fish beastkin. They head to Termine, where they shapeshift and join the beast squadron. Rista is sent to the former queen of Termine, Camilla (her mom), whom she is instructed to torture (she doesn’t though). The day of the ritual comes upon them, and Rista returns to her mom. However, Grandleon is there, holding a doll that Tiana (past Rista) made for her, and that’s what finally breaks her. Rista appraises it, and sees a memory of her past life. The queen is now about to be executed, and she interrupts Seiya’s ritual to get him to save her. And you know what, he decides to fight Grandleon on his own. It’s rough, but Seiya pushes his new Berserk skill to its utmost limits, and manages a narrow victory.

And guess what… there’s more where that came from! In this volume, the Machine Emperor Oxerio sends his machine corp to attack Termine. Seiya gets about as over-the-top as usual with his perfect preparedness, and disregards the public as he fortifies the city. But in addition to Oxerio, he has an evil sorceress named Celemonic to take care of in the latter half of the volume.

In fact, Seiya is more sadistic than ever. He genuinely trolls us- the readers- and shows complete disrespect towards literally everyone. When a disturbing secret regarding the killing machines is revealed, he doesn’t even bat an eye. Seriously, if you didn’t like Seiya before, then you’re only hurting yourself by continuing to put up with him. What do you think about Seiya at this point? Leave a comment with your thoughts!

As far as newcomers are concerned, we get introduced to a rogue killing machine named Kiriko, who has a kindhearted personality. There’s also the introduction of yet another goddess who continues to follow the trend of being an eccentric weirdo. As far as development of existing characters is concerned, everyone is more-or-less the same. You know the saying: “If it ain’t broke, don’t fix it.”

I must still praise the author for not making the series so repetitive despite how simple it is. Seiya goes above and beyond, at one point showing us he doesn’t even need to be conscious in order to beat back his enemies. The solutions to problems get more over-the-top and creative than ever! But a seasoned reader like myself should know that this consistent rate in quality is likely too good to be true.

~~~~~

Verdict: 9/10

Cautious Hero is on fire, as always. Bu according to the afterword, the Ixphoria Arc ends next volume. MyAnimeList still says this series is ongoing, but what could possibly happen after this? Well, I suppose the only solution is to wait and find out! 

May These Leaden Battlegrounds Leave No Trace Volume 1 Review

Time travel is always a contentious topic, both in real life and in writing. While scientists debate whether or not it’s possible, writers explore its ramifications. The results of the latter, well, vary wildly. But sometimes, you don’t need to travel in order to change the past, which is the case in May These Leaden Battlegrounds Leave No Trace, published in English by Yen Press.

In May These Leaden Battlegrounds Leave No Trace, two nations- one in the east and one in the west- are at war, with the latter on the winning side. For a cadet named Rain Lantz, everything changes when the Fire Nation atta- I mean- when he meets a girl named Air Arland Noah. The bullets she fires are special; a killshot from these bullets results in the target’s erasure from past, present, and future.

While not a particularly interesting concept, Leaden Battlegrounds is essentially Steins;Gate but in a military setting. It’s pretty easy to suspend disbelief, since it’s set in a sci-fi fantasy world. All bullets have magical properties, but Air’s are one of a kind. They are called Devil’s Bullets, which will henceforth be known as D-Bullets, since it would be way too coincidental if they weren’t an intentional reference to Steins;Gate‘s D-Mail.

And similar to Okarin, Rain spams the D-Bullets like a Smash player using Kirby’s Down Special. For the time being, there doesn’t seem to be many cases of time-f***ery like there usually is. That’s kind of bad because it makes the light novel have no stakes, given how serious it takes itself. The D-Bullets are almost an excuse for Rain to never have to face any form of consequence. 

There are also a couple of issues that tend to plague most light novels, especially isekai (even though this isn’t one). There is some tonal whiplash, an example being a whole chapter of typical school antics (i.e. ecchi) that have no place in the story whatsoever. The author also gets exposition-happy, oftentimes reminding us that the D-Bullets erase people from existence at least once per chapter. There are also some examples of cheap shock value that appear to just arbitrarily elicit an emotional response.

But all things considered, Leaden Battlegrounds has some solid momentum. Other than the stupid ecchi chapter, there’s always some kind of new development and intrigue. Of course, being somewhat of a time travel narrative, it could fall apart quickly. But for now, I’m curious as to how things can play out from here.

Unfortunately, it has the usual crapshoot of bland characters. Rain is a pretty generic teen who sometimes feels like he’s better suited to be in a gag shounen (which may be symbolic of militarism or something but I digress). Air is basically the highest selling point of the book; a cute loli with the out-of-left-field trait of wanting to show Rain her panties. Everyone else is kind of just… there.

The art is middle-of-the-road. It’s appealing enough to make someone at least look at it, and that’s really enough when it comes to selling a light novel. I’ve definitely seen better, but Leaden Battlegrounds still has respectable visuals.

~~~~~

Verdict: 8/10

May These Leaden Battlegrounds Leave No Trace is off to a better start than most light novels I’ve read lately. But like I said before, there’s no telling where this story will go. For the time being, I recommend it to time travel and military science fiction fans. What are your thoughts on this volume? Leave a comment if you’d like!

Haikyuu!! Full Series Review

I was apprehensive about sports manga at first. Whenever I saw my father watch football, I was like, “Why are so many Americans’ entire lives defined by a game made for entertainment purposes?” (he says despite how videogames and stuff define his life). As a result, I never chose to read sports manga… until I read Haikyuu!!, published in English by Viz. With its rather lengthy run in Weekly Shounen Jump, simple story, and massive fanbase, Haikyuu!! has definitely become mainstream. But despite my aversion towards said mainstream, I think it deserves the praise.

In Haikyuu!!, a short boy named Shoyo Hinata dreams of becoming a volleyball champion. Despite his height, he has great reflexes and jumping skills. Unfortunately, in junior high, he is utterly schooled in a match against setting prodigy, Tobio Kageyama. In the aftermath of this humiliating defeat, Hinata attends Kararsuno Highschool, the same as his idol, the Little Giant. However… Kageyama ends up attending the school as well! With their abilities, they just might bring the school back from its long volleyball slump.

Like I said, Haikyuu!! is simple; straight as an arrow. Since it’s a sports manga, it’s an underdog story about a couple of young upstarts and their volleyball team. Compared to Eyeshield 21 and Kuroko’s Basketball, it’s really nothing special. But I always believe the execution is more important than the idea, and the execution is where Haikyuu!! delivers.

The best thing the series does is buildup. Haikyuu!! is really good at creating anticipation for upcoming matches. From Karasuno’s rival school, Nekoma, to the powerful Shiratorizawa, there’s a reason behind every fight. Unfortunately, there’s only so much that can happen in a volleyball match. It’s an inherent problem with sports narratives, but volleyball is literally just hitting and blocking a ball. Basketball and football at least have different directions and formations, while in volleyball, players are stuck on set sides of the court, and in a set position that rotates throughout the match. 

Furthermore, Karasuno’s team kinda sorta has plot armor in a sense, more so than in usual shounen manga. For the uninitiated to volleyball (myself included), the sport is played in sets. This basically means that all volleyball matches are a best two out of three (or three out of five in rare cases). From a writing standpoint, it’s a no-brainer for the really, really important matches in a volleyball narrative to last the full amount of sets. As such, I concede that the matches in Haikyuu!! aren’t too exciting during most of the early sets.

But once they hit that third set, it becomes a pure adrenaline rush. At that point, it’s easy to get fully immersed in Haikyuu!!, despite the pretty obvious plot armor. The climaxes of fights are when the manga is at its peak, and putting up with the other shounen tropes is well worth the payoff.

Even with the adrenaline rushes, Haikyuu!! wouldn’t have been the same if I couldn’t be invested in Karasuno’s volleyball team, which I’d consider to be one of the best teams in all of sports manga. Almost every one of its members has a definable personality trait, as well as some major hurdle to get over. This might be cliche, but the chemistry between Hinata and Kageyama is the best in the whole manga. Their clashing attitudes, and desire to one-up each other make them always entertaining to see.

I also must acknowledge some of Karasuno’s opponents. While the mangaka doesn’t flesh out every SINGLE member of those teams, they each have at least one or two memorable characters. They also go through the backstories of these teams during the matches with them, to hammer in the fact that Karasuno isn’t trying to beat an “evil volleyball team”, but a team of normal, likeable people who have the same aspirations that our protagonists do. It’s effective, but it gets kind of redundant over time.

Of course, no sports manga can be good without amazing art, and Haikyuu!! has some amazing art. While the artstyle looks disjointed and sketchy at first, the mangaka ramps it up to eleven when the emotional tensity warrants it. They’re also a master at gesture drawing, which really sells the power and speed of each shot. The panel flow is amazing, and always kept me on my toes; I never knew if a spike was actually going to count until the little scoreboard popped up in the panel.

However, there’s one last thing about Haikyuu!! that sets it apart from its contemporaries. But I can’t mention it without spoiling endgame content big time. On the flipside, it’s something that could make or break the entire series for you. As such, I made the following paragraphs the same color as the background. If you want to read the spoiler, then highlight the section of your own free will. Otherwise, skip to the end of the post.

A lot of sports manga- and Jump manga in general- are meant to be inspirational and lighthearted. They give hope to the underdogs out there, and have themes oriented around never giving up and achieving your dreams. However… Haikyuu!! is not a manga about success, but a manga about failure. Karasuno fails. Sure, they lose some early tournaments, but that always happens in sports manga. If the team loses, there’s usually some loophole in the tournament rules, or a magical secret tournament that they can use to reach some sort of glory. But that doesn’t happen with Haikyuu!! Karasuno FAIL-fails. Even after the third-years graduate, the first-years are not able to avenge them. Despite my aversion towards cynicism, I actually love that this happened. I have mad respect for the mangaka for taking such a big risk with a mainstream I.P. like this. I have no idea if any sports manga has ever done this before (except Hikaru no Go, but that manga doesn’t count because it’s not very good and it doesn’t go into any sort of aftermath either), but Haikyuu!! does it really well.

I know, I sound like a hypocrite, saying that this tonal shift is a good thing. It makes me sound like the people (*cough* Western critics *cough*) who say that cynical narratives are more “realistic” because “people don’t achieve their dreams by force of will alone” and that “life is meant to be miserable”. Normally, when we see a cynical narrative, it’s a long process of seeing the main character fall into pieces and wax poetic about how “suffering is the only truth in the world”. But Haikyuu!! takes cynicism and twists it into something truly unique. Instead of wallowing in misery, the cast of Haikyuu!! just… lives. Haikyuu!! is about being able to make like a cat poster and “hang in there” even if you never achieve your dreams. Sad to say, I do truly believe that a lot of people can never achieve their dreams, just because of how our society works. But that doesn’t mean you kill yourself. That’s the lesson. The final arc of Haikyuu!! is just adult Hinata having fun playing volleyball with new and old friends. Narratively, it’s not very exciting, but it ends in the best way possible: a rematch between Hinata and Kageyama, using all the skills they’ve learned throughout the course of the story.

~~~~~

Final Verdict: 9.25/10

Haikyuu!! is an amazing manga, and is definitely among one of my favorite Jump manga of all time. It’s more grounded than most shounen, so I can more easily recommend it to critics. For once, Haikyuu!! actually deserves swimming in the mainstream, and I’m glad that a lot of people love it.