Sword Art Online: Hollow Realization, Vol. 1

By Tomo Hirokawa, based on the series created by Reki Kawahara. Released in Japan by ASCII Mediaworks, serialization ongoing in the magazine Dengeki Maoh. Released in North America by Yen Press. Translated by Stephen Paul.

Fair warning, this review contains spoilers for the video game Sword Art Online: Hollow Realization. And while the average reader may be staring at their screen now and saying “DUR!”, believe me, they came as a surprise to me. I have not played any of the SAO games, but assumed that this adaptation would not really have a lot of barriers to me picking it up and just reading it. And that’s… somewhat true? The main issue being when all the other girls in Kirito’s life start showing up. There’s our usual main harem, but then I ran into a girl who I was pretty sure died tragically in one of the prior books, and Yui’s little sister, and a sysadmin helping the group, and… I had to run crying to the Sword Art Online wiki. Not a pretty sight. So yes, for readers of the manga who have NOT played the game (and its prequels)? You will be confused.

The premise is that Kirito and company are beta testing a new version of SAO based off the original game… but without the ‘trapped and dying’ parts. They immediately run into a few NPCs, including one who appears to be more of a blank slate than you’d expect, particularly as the NPCs here are more lifelike and real than had been seen in SAO previously (let’s leave Kizmel to the side for the moment). Asuna names the NPC Premiere, and we begin to watch her slowly develop wants and needs, such as the desire to protect herself. And she certainly needs to protect herself too, as players are going around killing NPCs for their stuff… and the NPCs don’t return afterwards. Can our heroes help Premiere achieve sentience while also stopping the ‘it’s just a game’ PCs and a creepy swordsman named Genesis?

The concept of NPCs being more than what they seem is something SAO (and indeed many other ‘trapped in a game world’ series) has come back to many times, especially since Kawahara began the “Progressive” series. In fact, one of the very first SAO doujinshi the author wrote, back when it was still a webnovel, featured Kirito and Asuna arguing over whether it was OK to sacrifice NPCs in order to clear a level. Clearly the story is meant to have us rooting for Premiere and her fellow non-players, and I’m fine with that – she’s cute and likeable without being overly cloying. As for the rest of the cast, they all show up, but mostly it’s the Kirito and Asuna show, which is fine by me – there’s lots of “they’re so in love with each other” interaction that makes Lisbeth and company a bit ill. (Quiet, Liz, the artist was very kind to you.) And as I indicated there’s a few extra girls who also show up here, and if Mother’s Rosario left you wishing that it could have gone differently… you might want to check this out, though you’ll be whistling for explanations – “buy Lost Song” is apparently the answer.

Overall, this is a fun tie-in manga that I suspect will appeal more to those familiar with the game, though (as I’ve shown) you can read it without any game knowledge and just be slightly confused.

No Game No Life, Vol. 7

By Yuu Kamiya. Released in Japan by Media Factory. Released in North America by Yen On. Translated by Daniel Komen.

Until I read the afterword of this volume, I was going to comment a lot on how this volume’s release was delayed, I believe, four times, to the point where I’ve forgotten almost everything that came before it. But the afterword indicates that it was delayed in Japan the exact same number of months, which made me suspicious and wonder if it was delayed here deliberately. Probably not, but given the nature of this series, you can never be too paranoid. Things are not helped on the “remember what happened previously” end by the fact that Volume 6 was a flashback, and also the best volume in the series, which Kamiya sheepishly agrees with – he had writer’s block trying to top it. Sadly, I don’t think he did here, as this 7th volume of NGNL is bout 3/4 irritating and wordy faffing about, and it only really picks up towards the end. That said, if the ending is doing what I think it’s doing, the 8th volume may be much better. It’s out in February. Theoretically.

We start off in media res, which is a difficult thing to pull off for a normal writer, and even more difficult when you’re this writer, who tends to expound about eight times more than is necessary. Sora, Shiro and the rest of the cast have apparently agreed to play a game against an Old Deus, with the shrine Maiden’s life at stake. This surprises them, as they have no memory of having agreed to the game. It’s a dice game with complicated rules, which Sora says is based on a game from Earth but which I was mostly blank on. Much of the volume is spent with our heroes (and Steph, who sadly is reduced to a cliche here) whining and being creepily fetishistic as the dice board is the same size as the world, which is to say it takes days to travel across spaces. And they also gain or lose age depending on the dice they have, meaning a lot of 2-year-old Steph here. And when you arrive at a space, you have to do a task that another player has assigned, which can be very difficult and dangerous.

I’ve talked a bit about the translation before. I don’t think it’s the worst thing ever, like some NGNL fans do, but it’s not doing the prose any favors either. Kamiya, as I said earlier, tends to expound a lot, and Sora and Shiro also speak in a jaded gamer sort of way. Add to that the fact that, unlike a lot of other translations, there’s very little “Sora said” or “Steph replied” added to the text to help the reader, and you get a book that feels like a slog much of the time. Thankfully, this changes towards the end, when we see a) Plum trying to become a full-time villain in the real world, and b) Jibril challenging [ ] to a game where SOMEONE is going to have to die. Actually, the nature of the game she’s challenging them to intrigues me quite a bit, and I’m interested in seeing how it’s handled.

Unfortunately, looking forward to Vol. 8 does not make Vol. 7 better. Kamiya was right in his afterword, this is a step down from the previous book. Still, if you enjoye NGNL, you’ll need to read it anyway.

Mob Psycho 100, Vol. 1

By ONE. Released in Japan by Shogakukan, serialization ongoing in the magazine Ura Sunday. Released in North America by Dark Horse Comics. Translated by Kumar Sivasubramanian.

Most folks likely first heard of the manga artist ONE via the series One-Punch Man, which was originally a webcomic (as is Mob Psycho 100) that was picked up by Shueisha. Shueisha, however, realized that it could sell better with an artist with, shall we say, a bit more technique than ONE, and so Yuusuke Murata does the art, though you can see traces of ONE’s style in Saitama and Tatsumaki. Needless to say, One-Punch Man was a success. But there are other series that ONE has written as webcomics, including this one, about a young man who has an average presence but also super psychic powers. This also became big enough in Japan to have an anime, and now we’re getting the manga over here. And in this case, there’s no other artist – ONE’s art is here in all its glory. Sometimes it helps the story/humor immensely, but I will admit at times I felt like I really wanted Murata to be drawing this.

Our hero… arrives on the scene after a bit of a fakeout, as we’re first introduced to Reigen, a supposed spirit medium and exorcist who actually functions more as comedy relief than anything else. This lowly assistant, Shigeo (the ‘Mob’ of the title, referring to his looks being the sort you’d see in a ‘crowd mob’ drawing) is the one with the actual powers. When he’s not helping Reigen with his exorcist work, he’s a “normal” high school student with a crush on a girl (who barely appears) and one of the few people not in a club. This jumpstarts the plot, as the Telepathy Club is desperate for members to avoid getting shut down, and sets their sights on Shigeo. He’s not interested, but ends up dragged in anyway. Even worse, he also ends up being targeted by a group of religious cultists.

For the most part, this is meant to be a funny manga with the plot as an excuse for bizarre reactions and gags, and it succeeds quite well. It definitely picks up in the 2nd half, though, when Shigeo faces the religious cult that forces laughter on people. This leads to the other half of the title, which is the ‘Psycho 100″ part. Shigeo is a very laid-back, mellow sort of guy, but that’s because he’s repressing his emotions. When he hits ‘100%”, he explodes with rage, easily the highlight of the book, and one where the sketchiness of ONE’s art pays off. Unfortunately, sometimes ONE’s art simply looks poor. I realize that’s its charm point, but the flat faces on many of the characters tend to lead me to flat emotions when I think about them, regardless of what they say. I wonder if this is a series that works better in animated form.

Despite those misgivings, this is a very good start to a series, and it’s refreshing to actually have one of the ‘psychic’ manga that used to be omnipresent in Japan but rarely came over here licensed. I look forward to more of Shigeo’s flat, dead face and hope he can keep his rage in check… well, OK, no I don’t. I want more rage.