The Cultural Cross-Pollination of Shōjo Manga

Natasha Allegri Madoka PuppyCat

On January 18 of 2015, Ed Chavez, the Marketing Director at manga publisher Vertical, replied to a Twitter user’s question on ask.fm regarding whether manga is becoming a niche entertainment industry outside of Japan. Chavez’s response was a definite “maybe.” After stating that shōnen manga is selling just as well – if not better – than it always has, Chavez added the caveat that, “Unlike the 00’s, where a shojo boom introduced a whole new demographic to manga, there hasn’t been a culture shifting movement recently.” Johanna Draper Carlson, one of the most well-respected and prolific manga critics writing in English, responded to Chavez’s assessment on her blog Comics Worth Reading. She agreed with him, adding, “I find myself working harder to find series I want to follow. Many new releases seem to fall into pre-existing categories that have already demonstrated success: vampire romance, harem fantasy, adventure quests, and so on. It’s harder to find the kind of female-oriented story that [has always appealed] to me.” Meanwhile, the manga that stood at the top of the New York Times’s “Best Sellers” list for manga that week was the seventh volume of a series called Finder, a boys’ love story targeted at an over-18 female audience.

What we’re seeing here, from Chavez’s reference to a former boom in shōjo manga sales to evidence that even a title from a niche category for women can sell just as well as the latest volume of the shōnen juggernaut One Piece, is that girls and women in North America do care about manga, and that they are active participants in manga fandom cultures. What I’d like to do today is to provide a bit of background on how female readers were courted by manga publishers – specifically Tokyopop – and then to demonstrate how manga has influenced the women who grew up with it to reshape North American comics and animation with a shōjo flair.

I’d like to argue that, despite periods of relatively low sales in the United States, shōjo manga (and the animated adaptations of these manga) have had a strong cultural impact on recent generations of fans. During the past fifteen years, fan discussions and fannish artistic production have nourished diverse interests in Japanese cultural products, which are in turn beginning to exert a stronger influence on mainstream geek media. Using M. Alice LeGrow‘s graphic novel series Bizenghast and Natasha Allegri‘s animated webseries Bee and PuppyCat as case studies, I want to demonstrate how it is not only the visual styles and narrative tropes of shōjo manga that have increasingly begun to influence North American media, but the creative consumption patterns of shōjo fandom communities as well.

Tokyopop Smile Magazine July 2001

Before I talk about American interpretations of shōjo cultures, however, I’d like to skim through a bit of publishing history. In the mid-1990s, there was a Barnes-and-Noble-style big suburban box store called Media Play, which had an entire section devoted to manga and Japanese culture magazines. One of the most prominent of these magazines was fledgling publisher Tokyopop’s manga anthology MixxZine, which began serialization in 1997 and ran the manga version of Sailor Moon as well as the similarly themed fantasy shōjo series Magic Knight Rayearth and Card Captor Sakura. In 1999, the magazine changed its name to “Tokyopop” and began to target an older male audience by dropping its shōjo manga and focusing on shōnen and seinen titles. Tokyopop the magazine folded in 2000 but was survived by a publication called Smile, which was a bulky, 160-page monthly magazine that serialized only shōjo manga. In 2001, Media Play’s parent company was bought out by Best Buy. When Media Play stores were closed, Tokyopop lost a major venue for its magazines, and Smile folded in 2002.

Now that a large fanbase had been created, however, Tokyopop was able to launch a program it called “Global Manga,” which was kicked off by the 2002 “Rising Stars of Manga” talent competition. The winning entries were published in a volume of the same size and length of the publisher’s Japanese manga titles. There were eventually eight volumes of The Rising Stars of Manga, with the last appearing in the summer of 2008. During this time, certain winners were encouraged to submit proposals to Tokyopop, which published their work as OEL, or “original English language,” manga. By my count, about half of Tokyopop’s OEL manga were shōjo series. Examples include Peach Fuzz, Shutter Box, Fool’s Gold, and Sorcerers & Secretaries. Tokyopop promoted these titles with free “sampler” publications distributed by mail and at anime conventions, which were exploding in number and attendance in the United States and Canada during the 2000s. Although users of anime-related message boards and fannish social media sites debated the company’s use of the term “manga” to describe these graphic novels, Tokyopop was able to attract well-known American entertainment franchises to the medium, such as Star Trek, Battlestar Galactica, World of Warcraft, and for the girls, Jim Henson’s Labyrinth, featuring David Bowie’s Goblin King in all his spandex-clad glory.

Return to Labyrinth OEL Manga

One of the Tokyopop’s most popular OEL manga titles was M. Alice LeGrow’s eight-volume series Bizenghast, which, like Sailor Moon and Cardcaptor Sakura, is a shōjo story with shōnen elements. LeGrow’s story takes the adorable mascot creatures, monsters-of-the-week, cute costumes, adoring and beautiful young men, and powerful female villains of Japanese manga for girls and transplants them to the small Massachusetts community of Bizenghast, which becomes an Edgar Allan Poe-ified Gothic wonderland after dark. The art style combines the huge eyes and wide panels of fan-favorite shōjo manga like Fruits Basket and Fushigi Yûgi with steampunk Art Deco motifs and Edward Gorey-style line etchings. The artistic and narrative conventions of manga and the stylizations of Western fantasy are so delicately blended and intermixed that it’s impossible to tell whether Bizenghast is a manga with American influences or a graphic novel with Japanese influences.

Bizenghast Volume 1 Page 075

What I want to highlight is the way that the Tokyopop publications of each volume in the Bizenghast series included a section at the end for fan art and cosplay photos, thus encouraging and legitimizing reader participation in the way that shōjo magazines have done since the early twentieth century in Japan.

Bizenghast Fan Art Spread

Instead of eschewing or actively opposing fandom involvement, and specifically female fandom involvement, Tokyopop pursued it, allowing LeGrow to maintain her presence on the fannish artistic networking site deviantART, where she was able to interact with her fans. Due to the non-localized nature of the internet, LeGrow was able to build a fanbase that stretched around the globe, with Bizenghast being published in translation in Germany, Finland, Russia, and Hungary, as well as in several countries of the British Commonwealth, including Australia and New Zealand. In addition to assigning Bizenghast its own dedicated website, Tokyopop released a light novel adaptation, an art book, and even a coloring book based on the world of the manga. Although Tokyopop shut down its publishing operations in May 2011, it continued to offer certain titles through a print-on-demand service managed by the online anime retailer The Right Stuf. The initial line-up of these titles included the massively popular manga Hetalia Axis Powers and the eighth and concluding volume of Bizenghast. What I’d like to emphasize here is that, in its publication and promotion of Bizenghast as an OEL shōjo manga product, Tokyopop actively promoted the sort of interactive fan consumption utilized by Japanese shōjo manga publishers – and this encouragement paid off, quite literally.

Multiple market watchers have located the peak of United States manga sales in the mid-to-late 2000s. Even though Tokyopop ceased its manga magazines earlier in the decade, Viz Media stepped in with an English-language version of Shonen Jump, which was paired with a monthly sister magazine, Shojo Beat. Shojo Beat, which ran from June 2005 until July 2009, also styled itself as a lifestyle magazine, running articles about clothing, makeup, and real-life romantic concerns. Although Shojo Beat did not include OEL manga, manga publisher Yen Press’s publication Yen Plus did. From its launch in July 2008, the editors of Yen Plus solicited reader contributions, which resulted in both one-shot and continuing OEL manga appearing within the pages of the magazine.

In addition, Yen Press’s parent company Hachette began releasing manga adaptations of some of its biggest young adult properties, including Gossip Girl, Gail Carriger’s The Parasol Protectorate series, and, of course, Twilight. For our purposes, it’s interesting to note that these manga adaptations all had a strong shōjo feel, as did other franchise manga revisionings created by longstanding American comics publishers such as Marvel and Vertigo. What these publishers seemed to be jumping on was the idea that manga could reach an audience of young women (and young-at-heart women) who may have felt excluded from traditionally male-centered genres like action comics and science fiction. These female readers increasingly came equipped with access to online and in-person fandom networks, which could help ensure the longevity and profitability of any given franchise, as was famously the case with Star Trek and Harry Potter.

Twilight Manga

What we’re seeing, then, is the creation and growth of an audience for shōjo manga that began in the 1990s and has extended throughout the past two decades. So – has this changed anything? I’d like to argue that it has, and that we’re starting to see a definite shōjo influence on mainstream entertainment media in North America.

One of the most interesting incarnations of this trend is Cartoon Network’s animated television series Adventure Time, whose producers have actively scouted young talent from places like comic conventions and fannish art sharing websites such as Tumblr. A number of these artists are women from the generation that grew up reading and watching shōjo series such as Sailor Moon and Revolutionary Girl Utena, and easily identifiable references to these titles occasionally pop up in the show. Rebecca Sugar, a storyboard artist for Adventure Time, ended up being given a green light by Cartoon Network to create a magical boy show, Steven Universe, that features all manner of references to anime, manga, and video game culture. Natasha Allegri, another storyboard writer and character designer for Adventure Time, launched a Kickstarter project backed by Adventure Time‘s Studio Frederator for a magical girl animated series called Bee and PuppyCat, which received an overwhelming amount of support from both Adventure Time fans and the enormous shōjo manga fanbase on Tumblr.

Lady and Peebles

What’s really cool about these three properties is that they all have separate monthly comic book incarnations published by Boom! Studios. There’s a lot to be said about these comic books, but what I want to emphasize here is that each monthly issue features shorts and variant covers by young and upcoming artists. The comic book version of Bee and PuppyCat is especially notable in that most of its contributing artists are female, and many of them include obvious stylistic and topical references to elements of Japanese popular culture such as Studio Ghibli character stylizations, magical girl henshin transformation sequences, and role-playing video games. Although Natasha Allegri has stated in multiple interviews (here’s one) that she’s a fan of manga such as Sailor Moon and Takahashi Rumiko’s supernatural romance InuYasha, and even though the influence of these titles is quite clear in her work, Bee and PuppyCat has not been promoted as a type of OEL anime but rather as just another cool new addition to the Studio Frederator lineup. In other words, the strong shōjo elements of the show and its comic book are presented as completely natural and naturalized to a North American audience.

I’m going to wrap things up by summarizing my main points. First, I think we can say that the iconography of shōjo manga and anime are entering American popular culture full force. Second, I believe that seeing better representation of diverse female characters in shōjo manga has encouraged more young women outside of Japan to seek careers in comics and animation. Third, although it’s difficult to make strong statements in the current market, I think it’s safe to say that the “reader participation” model employed by Japanese shōjo publishers has been fairly financially successful in the United States. Fourth and finally, I’m going to conclude that we will therefore see an even stronger embrace of shōjo-related narrative influences, art styles, and fandom cultures as the members of the Adventure Time and Bee and PuppyCat generation, who are currently in college, start coming out with their own work. It’s an exciting time to be a fan of shōjo manga, and I’m happy that young women and men are still as excited about shōjo-flavored comics and animation as I was when I first discovered Sailor Moon almost twenty years ago.

Bee and PuppyCat Comic Issue 06 Meredith McClaren

The above image is a scan of a page from Meredith McClaren‘s short comic in the sixth issue of the Bee and PuppyCat comic book series.

The Legend of Zelda: A Link to the Past

The Legend of Zelda A Link to the Past

Title: The Legend of Zelda: A Link to the Past
Japanese Title: ゼルダの伝説 (Zeruda no densetsu)
Artist: Ishinomori Shōtaro (石ノ森 章太郎)
Translator: Dan Owsen
Publication Year: 2015 (America, new edition); 1993 (America and Japan, original edition)
Publisher: Viz Media
Pages: 196

Full disclosure: I read this manga countless times as a kid, and the game it’s based on is one of the greatest loves of my life. This review is biased, because of course it is.

My own adoration aside, Viz Media’s new publication of manga giant Ishinomori Shintarō‘s adaptation of the 1991 Super Nintendo game The Legend of Zelda: A Link to the Past has been selling extremely well since it was released a month ago.

A Link to the Past on the NYT Bestseller List

This success makes perfect sense. Not only is The Legend of Zelda a major video game franchise with its own culture cachet, but Viz has also managed to put out a handsome publication, and manga’s story is easy to follow and immediately accessible to readers not familiar with the games.

The teenage orphan Link lives peacefully in a quiet village in “the pristine land of Hyrule” when, one stormy night, his uncle is summoned to the castle. Link is awoken by a voice claiming to be the princess Zelda, who telepathically tells him that she is being held prisoner in her own dungeons. Link, fearing shenanigans, rushes to the castle in the rain only to see his uncle put to death by a powerful wizard named Agahnim (whose dark skin and Orientalist stylings are how you know he’s a bad guy, yikes). Link manages to infiltrate the castle and rescue Zelda, only to have her immediately kidnapped once more by the wizard, who intends to use her to break the seal on an even greater evil. Before she’s spirited off to wherever princesses are stashed away in such situations, Zelda manages to tell Link that it’s his destiny to save Hyrule and that he must locate the legendary Master Sword, which is the only blade capable of defeating the powerful force controlling Agahnim. Off he goes, and adventure ensues.

Video game adaptations into other media tend to be hit or miss, but Ishinomori, genius that he is, pulls off his manga rendering of A Link to the Past flawlessly. Although Link is never really alone in the game (as he is always accompanied by you, the player), his quest is a lonely one, as he bears the sole responsibility for delivering the land from a terrible fate. Ishinomori especially excels at portraying Link’s smallness in a vast world filled with hostile creatures. The action sequences – and there are a lot of them – are nicely choreographed, with a smooth flow facilitated by expert paneling. This flow is so dependable that, when it’s interrupted, the reader is instantly made aware that Link has encountered a true threat, as he does in his final battle with Ganon, the story’s ultimate villain.

A Link to the Past Link vs Ganon

The manga is also populated by friendly characters who aid Link along his journey. The most striking of these fellow wayfarers is a bird-like “mystery knight” named Roam (a classic Ishinomori archetype in both personality and visual characterization). The inhabitants of Ganon’s dark world, a mirror reflection of Hyrule that changes the shape of people based on the truest form of their hearts, are also given small roles that help raise the stakes of Link’s battle. For example, immediately after Link is exiled to the dark world by Agahnim, he encounters a talking tree who explains to him that there are many other people who, for whatever reason, followed Ganon into the dark world only to become trapped there, doomed to wander as beasts or serve an evil master until a hero can purify the land. Such accounts add layers of depth to the story that aren’t to be found in the original game, in which the player progresses from objective to objective simply to experience the next challenge.

Despite the assistance of friends he encounters, Link is still one boy caught up in a legend much larger than his own life, a theme Ishinomori emphasizes with splash panels depicting Link as a faceless dot at one corner of a daunting landscape. In the game on which the manga is based, the enemy the player must engage most frequently is the environment itself, and the artist’s translation of this element into menacing backgrounds and elaborate framing devices is beautiful to behold. Ishinomori’s interpretation of Ganon’s castle, the revelation of which is a climactic moment, is especially awe-inspiring.

I would be remiss if I didn’t mention that there are also some fun Easter eggs for Zelda fans scattered throughout the manga. I don’t want to spoil all of them; but, to give an example, Link flies to the Desert Ruins in a winged hang glider. As the villager who provides him with this contraption recounts, “They say these miracle wings belonged to a powerful bird that carried the knights of Hyrule into battle!” In retrospect, this statement seems to refer to the events alluded to in Skyward Sword. And yet, considering that this was written more than ten years ago, one can’t help but wonder how much of the lore explored in more recent games was already in place as the earliest titles were being developed. Or, conversely, was this manga perhaps a guiding influence for subsequent world building?

This manga was originally serialized in the American gaming magazine Nintendo Power from January to December 1992. The following year, it was published as a full-color collected volume by Nintendo of America and in a black-and-white tankōbon by Shōgakukan in Japan. As such, it’s an interesting slice of both manga and video game history. Manga was still relatively unknown in the United States in 1992, and Viz Media only started publishing its groundbreaking Animerica magazine the following year. Meanwhile, Gail Tilden (the marketing manager at Nintendo of America) and the editors of Nintendo Power, the first publication of its kind, were responding to the sudden appearance of a rabid gaming public in the wake of U.S. release of Super Mario Bros. 3 in 1991. (More information about the early years of the magazine can be found in Jon Irwin‘s excellent Super Mario Bros. 2.) It’s extremely interesting that Nintendo was already attempting a manga/game media mix marketing strategy through the burgeoning medium of English-language video game journalism. It’s also interesting that Viz seems to be using a similar strategy – using the popularity of a gaming franchise to promote manga – with this new release.

Even if you don’t usually care for video games or manga, Ishinomori Shōtaro is a force of nature and a credit to the human race. Since it’s difficult to find his work in English translation, Viz’s new edition of A Link to the Past is a fantastic opportunity to see a master artist and storyteller at the top of his game.

A Link to the Past Link's Battle Against Trinexx

Second Quest

Second Quest

Title: Second Quest
Artist: David Hellman
Author: Tevis Thompson
Publication Year: 2015
Publisher: Fangamer
Pages: 120

Second Quest is a beautifully drawn comic that reimagines the Zelda mythos and explores just how bizarre it is that the Hylians consider themselves to be “the chosen people” who need to be “protected” from other races. What was Ganon really trying to do? Did Zelda really need to be rescued? Why is Link valorized for running around with a sword and smashing everything he encounters? What sort of cultural legacy does this create, and who suffers when outsiders are removed from historical narratives?

Of course, The Legend of Zelda is a keystone franchise of the global game industry, and licensing it is not cheap or easy, so all of the serial numbers have been filed off in David Hellman and Tevis Thompson’s interpretation. What this means is that Second Quest is accessible to non-gamers and people largely unfamiliar with the series, and it’s of special interest to readers interested in how Japanese stories have influenced people around the world to begin their own conversations.

Second Quest Page 13

Second Quest is about a young woman named Azalea who lives on an island that floats high above the clouds. The island is sparsely populated and immense, and vast ruins are buried just underneath its surface. Azalea is fascinated by this uncharted territory, especially since she has the mystical ability to perceive the past history of the objects she touches. The story begins when Azalea is struck by an especially forceful vision of a young woman fleeing from a unseen pursuer when she picks up a broken key deep underground.

Unfortunately, Azalea’s interactions with underground artifacts trigger an earthquake, an event that is especially frightening to people living on a floating island. The tremors lead to mass panic, and it is decreed that a cleansing ritual must be performed. This ritual involves the re-enactment of a great battle against the evil “pig thief” who, envious of the sky island people’s prosperity, had captured the human vessel of their goddess. Azalea, whom the island’s religious leader has designated as the newest member of an order of secluded women who silently pray for the prosperity of the island and its inhabitants, must play the role of the sacrificial princess in this ritual before she retires from the world to become a symbolic reminder of the past and future glory of people other than herself.

Second Quest Page 56

David Hellman’s line work is both intricate and forceful, but what I especially appreciated was the artist’s color palette. The majority of Second Quest is warm and dark, with the twilit purples of the first half giving way to the angry reds of the second half. These colors emphasize the enclosed and suffocating nature of the floating island and its society, and the sky, when we see it, is a frightening orange or black. When the sky suddenly turns blue during the enactment of the purification ritual, presumably to emphasize the characterization of the island’s people as being “on the side of light,” the effect is disquieting. The appearance of teal and green at the very end of the book is breathtakingly dramatic, as the major theme of the story – a quest for freedom from the past – explodes onto the page through a series of textless spreads.

Second Quest was promoted and published through a Kickstarter campaign, the seed for which was planted by an essay written by Tevis Thompson about how the Zelda series has been declining in quality since the early games. While the first Zelda games forced the player to explore a boundless world, the more recent games are nothing more than an extended linear obstacle course. Tevis writes:

Players are constantly reminded that they’re shackled to a mechanistic land. There is no illusion of freedom because the gears that keep the player and Hyrule in lockstep are eminently legible. You read the landscape all too easily; you know what it’s asking of you. One of the greatest offenders occurred early on with A Link to the Past: most bomb-able walls became visible. What had been a potential site of mystery in the original Legend of Zelda (every rockface) became just another job for your trusty keyring. Insert here. Go on about your business.

Personally, I don’t think the Zelda series is broken. Even in Skyward Sword, which can indeed be frustratingly linear, there is more than ample room for exploration. My own favorite thing to do in Skyward Sword is bug catching, an activity that encourages the player to explore the world of the game both thoroughly and nonviolently while closely observing the game’s lush scenery and the behavioral patterns of the creatures that move unobtrusively within it. There are any number of different ways to play the Zelda games; and, if the huge body of Zelda fanfic is any indication, there are any number of different ways to read the games as well.

Last summer, however, there was a small backlash of fannish frustration over Aonuma Eiji’s denial that the Link character in the upcoming WiiU Zelda game might be female, a possibility that had been met with surprising enthusiasm. Furthermore, Aonuma stated that the gender of the Link character is inconsequential; instead, the important thing is that the player is able to identify with the character. The implication of this statement, of course, is that it’s easier for gamers to identify with a male player-protagonist than with a female player-protagonist. Let us never forget that the normative identity is “male,” after all. Men are subjects, so it makes sense for the player to control a male character, while women are objects, so it makes sense for them to act as McGuffins that enable the plot.

It’s important to the critique implicit in Second Quest that its protagonist is female. This is not simple fanboy pandering but rather a conscientious effort on the part of the creators to tell the “legend of Zelda” from the perspective of someone who is forced into a role that doesn’t suit her. When the reader first encounters Azalea, she is actively exploring the secret and hidden places of her world. We later learn, however, that women are not allowed entry into the knight academy that trains the elite police force that seems to govern the floating island. She’s not allowed to question authority or to develop her talents, even despite her obvious leadership qualities and intelligence. Azalea thus allows us to see the story of so many video games, a story frustratingly repeated time and again, from the perspective of someone excluded from shaping this story in any way. Azalea sees things that we usually aren’t shown, and what she sees is troubling and thought-provoking.

Second Quest is absolutely brilliant. If you’re a gamer, get this book. If you’re a comics person, get this book. If you’re into the darker side of religion and folklore, get this book. If you’re into feminism, gender politics, and the deconstruction of gendered tropes, then by all means, get this book. Second Quest is a beautifully published and a true pleasure to read and share with friends. I’ve been waiting for this book to come out for a long time, and I’m thrilled that it turned out to be so fantastic and inspiring.

For more information, be sure to check out:
http://www.secondquestcomic.com/

Second Quest Page 24

The Master Key

The Master Key

Title: The Master Key
Japanese Title: 大いなる幻影 (Ōinaru gen’ei)
Author: Togawa Masako (戸川 昌子)
Translator: Simon Grove
Publication Year: 1985 (United States); 1962 (Japan)
Publisher: Dodd, Mead & Company
Pages: 198

The Master Key, first published in 1962 and set in the late 1950s, is an interesting window into a period of postwar Japan that we don’t often see represented in Japanese fiction in translation. The story takes place entirely within the closed world of the K Apartments for Ladies, a large, multi-story building located in southeast Ikebukuro and registered as a charitable trust with “rents pegged at wartime levels.”

On its surface, the story is about a 1951 kidnapping of a young boy who is the son of a Japanese woman and an American military officer. Seven years later, when the K Apartments building is lifted and moved to a different location in a grand public works experiment, the body of a child is discovered buried underneath a shared bathing area in the basement. Right around the time the child disappeared, a man dressed as a woman was struck by a van in an intersection near the apartment building, and it’s revealed to the reader early in the novel that this man disguised himself as a woman to help one of the tenants dispose of the body that would later be found in the building’s basement. Who in the apartment buried the body, and what relation does this have to the kidnapping incident?

About twenty pages into The Master Key, however, it becomes clear that the mystery portion of the story is going to take a backseat to an extended exploration of the inner worlds contained within the K Apartments for Ladies and the psychological dysfunctions of its aging tenants.

Ishiyama Noriko, who has been diagnosed with “nervous pains,” has removed herself from the rest of the world and lives in a dark apartment stuffed with other people’s trash, which she occasionally boils and eats to sustain herself. Yatabe Suwa, a former concert violinist who now gives music lessons to children, is haunted by the loss of potential represented by the theft of a violin from her own teacher, even though it’s possible that she herself may have more to do with this incident than she likes to admit. Kimura Yoneko retired from her position as a schoolteacher years ago and spends her days writing letters to her former students, and she is not above checking into the affairs of the other tenants as well. Santo Haru is obsessed with a religious cult, and she is in the palm of its leader, who frequents her apartment to hold prayer meetings centered around the trances of its vestal priestess.

The plot is complicated and circuitous but is centered around the use and whereabouts of the master key of the title, which various tenants use to sneak into one another’s rooms in order to discover the secrets of others while concealing their own. At the end of the novel, it’s revealed that there is a mastermind orchestrating all of their movements, someone who has been spying on everyone for years and has manipulated the women around her for her own amusement. As someone who had essentially done the same thing to these characters through the process of reading this novel, I felt somewhat guilty, but not enough to lessen my enjoyment of how neatly all of the different plot threads are eventually tied together.

I will openly admit that I love stories about women being unpleasant and irrational and absolutely human. All of the female characters in this story are a little pathetic and a little demonic in that they have no power outside the K Apartments but all manner of strange little powers within their closed world. I’m sure this can be read as a metaphor for something, but it need not be, as the haunted and uncanny environment the characters shape through their bizarre actions is absolutely fascinating in and of itself.

For people with more background on Japanese history and urban space, the story’s setting in Ikebukuro is of special interest. In the immediate postwar period, Ikebukuro famously functioned as a heterotopia in which diverse groups of people came together and the norms of mainstream society didn’t necessarily apply. There is all manner of hidden “national polity” history in Ikebukuro, where the family-state of Japan has buried countless failed narratives under highways and skyscrapers. The Master Key thus serves as an excellent example of postwar Tokyo gothic (as similarly exemplified by Kyōgoku Natsuhiko’s The Summer of the Ubume). A reader doesn’t need historical knowledge to appreciate the story, but a bit of research into the setting has the potential to deepen the experience of reading this novel, which has sub-basements under sub-basements under sub-basements.

The Master Key is long out of print but still cheaply available through a number of online used book services. If you have access to your local or university library’s Interlibrary Loan program, it’s well worth requesting this book. It’s a quick read, and it packs a huge impact. To my fellow horror and mystery lovers especially, I highly recommend tracking down a copy of this short, satisfying, and creepy little novel.

Cool Japan Guide

Cool Japan Guide

Title: Cool Japan Guide: Fun in the Land of Manga, Lucky Cats and Ramen
Artist: Abby Denson
Publication Year: 2015
Publisher: Tuttle
Pages: 127

Abby Denson is a comics writer who has worked on a number of high-profile and kid-friendly titles, such as the comic adaptations of Powerpuff Girls and Sabrina the Teenage Witch. She’s also drawn two graphic novels of her own, Dolltopia and Tough Love: High School Confidential, both of which I love beyond all reason. She has a quirky style all her own, and her charm shines from everything she creates.

I should probably get this out of the way first – Denson is a wonderful writer, but her art can sometimes be a little uneven. In Cool Japan Guide, the continuity between panels is inconsistent, and her characters all tend to have the same の∇の facial expression. The coloring is absolutely flat, and the bright primary colors can occasionally clash against each other violently.

Even if Denson’s art style isn’t to your taste, is Cool Japan Guide still worth reading?

It definitely is!

As you progress through the book, the art will grow on you, I promise. Denson has a special talent for depicting places and objects, and the details of each panel are fun and creatively stylized.

All of Denson’s travel advice is spot-on. Seriously, this woman has excellent taste – if she recommends something, then it’s definitely worth doing. By all means, check out the train-themed socks for sale at Tokyo Station! Try the sweet potato soft serve ice cream in Kamakura! Enjoy a cocktail at the 8bit Café in Shinjuku! Make plans to attend the Kaigai Manga Festa! Soak in the warm water and kitschy atmosphere of Oedo Onsen Monogatari!

Cool Japan Guide also offers a fair bit of reference material, such as websites with travel resources and smartphone apps convenient for tasks like train scheduling and quickly finding phrases in Japanese. Each chapter is preceded by eight or nine useful words or expressions, and the hand-drawn map of Japan at the end of the book is a treasure, especially for people planning longer journeys.

Cool Japan Guide is definitely not for the type of thirty-something hipsters who are into the Wallpaper* city guides or the type of forty-something yuppies who are into Fodor’s, but I can imagine a younger person smiling with joy while reading through the book. Since Denson takes care to ensure that the content is family-friendly, the book would make a great gift for a child or teenager. The gentle silliness and positivity of the guide succeed in making it enjoyable for older readers as well.

For more pictures, stories, and news, Abby Denson has her own website, and Cool Japan Guide has its own Tumblr.

Review copy provided by Tuttle.

Cool Japan Guide Page 37

Yellow Rose

Yellow Rose

Title: Yellow Rose
Japanese Title: 黄薔薇 (Kibara)
Author: Yoshiya Nobuko (吉屋 信子)
Translator: Sarah Frederick
Publication Year: 2015 (America); 1923 (Japan)
Publisher: Expanded Editions

I’m absolutely thrilled to write that one of Yoshiya Nobuko’s stories has finally appeared in a readily available English translation. “Yellow Rose” is drawn from Yoshiya’s acclaimed collection Hana monogatari (Flower Stories), which first appeared in print in the 1920s and has been a major guiding influence in shōjo manga, literature, and aesthetics. Thankfully, Yoshiya’s fiction is not just important from the perspective of literary history but also a true delight to read.

The short story “Yellow Rose” is about Katsuragi Misao, a twenty-two-year-old college graduate who accepts a teaching post at an all-girls prefectural academy “a thousand miles distant from Tokyo” to avoid getting married. On the train departing from Tokyo she meets Urakami Reiko, who happens to be a student entering her final year at Katsuragi’s school. Reiko is running late; and, clutching a bouquet of yellow roses, she dashes across the platform to catch the train, just barely making it:

Perhaps because she had been running so fast her little chest beat wildly, sending the profusion of flowers in that single hand all a-tremble, and this quivering of the yellow rose bouquet moved in unison with the fluttering of the girl’s sleeves – it was a beautiful scene–

Reiko gets a grain of soot in one of her eyes, thus giving Miss Katsuragi a chance to be alone and in intimate contact with her as she administers aid:

The end of her ponytail stretched down below the pillow, and a wisp of stray hair lay on her white forehead; her cool eyes were both gently closed and just her lips moved with her breath like a flower – in the stillness of a moon perhaps her closed eyes were seeing a dream……ah, how lovely!

The two continue their association throughout the summer, and their romance blooms in a series of short vignettes, of which the following is representative:

Thus carries the sound of the bell down to the water at Kiyomigata shore. It must be from the Seikenji Temple bell tower in Okitsu –

The bell sound crosses the twilight waters……

Motionless on the beach shadows……two of them

Two shadows paused silently as if to let the sounds of the bell gently embrace them –

Twilight, the moon thinly visible at the yonder edge of the sky – as they neared the shore only the very faint tips of the breaking waves sported a faint whiteness, like frayed silk tassels.

Miss Katsuragi and Reiko make plans for the girl to attend Katsuragi’s alma mater in Tokyo before embarking on a journey to the United States together, but Reiko’s mother expects her to enter an arranged marriage immediately after her graduation in April. At the end of the story, as Katsuragi boards a ship to Boston alone, she abandons herself to her grief.

As with many of the stories contained within Yoshiya’s Hana monogatari, “Yellow Roses” ends in tears. The story’s focus is not on plot, however, but rather the beauty of the two young women and the depth of their feelings for one another. Entire paragraphs are spent on detailed descriptions of mournful eyes and chiseled cheekbones, and the poetry of Sappho is quoted at length. As in the above passages, Yoshiya’s writing is characterized by fragments and ellipses, which heighten the emotional impact of certain scenes while leaving the reader free to fill in the suggestive gaps in the text with her imagination.

“Yellow Roses” can be a quick and feather-light read, but the reader is rewarded for returning to the story a second time, as many of its passages can be appreciated as jewels in a beautiful setting – or roses in a stunning bouquet.

Although the story alone would be well worth the price of admission, this publication is graced by the addition of an extended translator’s introduction, a fascinating note on the cover illustration, an extensive selection of illuminating endnotes, and a meticulously curated list of selected English-language readings that functions as an invaluable resource to anyone interested in the history and inner workings of shōjo culture in Japan from the nineteenth century onward.

Translator Sarah Frederick’s introduction, which is roughly as long as the translated story itself, functions as something of an abbreviated textbook, touching on not merely the author and the story but also many aspects of the society and publishing culture that form its context. Frederick’s writing is not mired in the academic garble of postmodern theory but is immediately accessible to a casual reader as it paints a picture of a time and place in broad yet deliberate strokes. What I especially appreciate about this short essay is that it directly confronts the issue of female queer sexuality in Japan:

While it is not difficult to frame these desires via the flexible contemporary category of “queer,” it may be surprising to some readers that to invoke the word “lesbian” for Katsuragi and Urakami’s relationship, Flower Stories, or Yoshiya’s work and life more generally, has sometimes been controversial. I think this is a wonderful question to raise and discuss in a classroom or elsewhere using the story itself, and no translator’s introduction can “answer” it. […] While the term “lesbian” or loan word “rezubian” were not used in these stories or by Yoshiya herself in her lifetime, they are used literally here in reference to Sappho from Lesbos. More broadly, the claim that “lesbian” does not apply in the Japanese context or the prewar Japanese context (both arguments are sometimes made) leans far too much toward cultural essentialism and the false sense that Japan was cut off from the rest of the world, including its varied discourses on sexuality. The impression given by “Yellow Rose” and its milieu is rather the opposite: a highly cosmopolitan girls’ culture, aware of Sappho as a figure available to express the desire of one girl for another. It is engaged in active exploration of the rich but incomplete solutions posed by the possibilities of western philosophy, emotional poetry, and travel to America as sources for different ways of thinking about the realities and aesthetics of women’s lifestyles, desires, and conceptions of love.

The words in bold are my own emphasis, because I’ve been waiting for someone to state that very point as clearly and succinctly as Frederick for years now. Yes Virginia, there are queer women in Japan! The next time anyone asks me whether we can really call portrayals of homosexuality in Japan “gay,” as if the Japanese archipelago were home to a bizarre alien society completely removed from the cultural currents flowing across the rest of the world, I am going to quote this passage word for word.

The main appeal of “Yellow Rose” and its introduction really isn’t in any sort of political statement, however. Instead, the reader is invited to enter a sparkling, rose-colored world of radiant young women, their pure yet dangerous emotions, and the tragic pressures of a bygone era that prevent them from expressing their truest selves. As Frederick explains in her introduction, there is no better place to go looking for the roots of shōjo manga and literature. The translation itself expertly captures the language and cadences of the girls’ literature of writers such as Frances Hodsgon and Louisa May Alcott (whose work Yoshiya was almost certainly familiar with), so even the English feels pleasantly nostalgic. I therefore recommend “Yellow Rose” not only to serious academic types and hardcore shōjo fans but to even the casually curious. Within the short span of a train or subway ride, you can be transported into a glittering space removed – but never too removed – from the grittiness of the mundane. It’s quite an experience!

Yellow Rose is currently available exclusively as a digital text, and it can be purchased on Amazon’s Kindle store. It will also soon be available directly from the website of its publisher, Expanded Editions, a shiny new operation with two translations of vintage Japanese science fiction ready to download. Even if you’re not interested in Yellow Rose, be sure to check out Expanded Editions, which has done a fantastic job with its digital texts.

The manageable length and impeccable scholarship of Yellow Rose recommend it for classroom use. For educators hoping to incorporate the text into a printed or PDF course pack, Expanded Editions offers educational sales and will work directly with campus bookstores to make the material available to students. More information can be found on the relevant section of the publisher’s webpage.

Review copy provided by Expanded Editions.

Vampire Knight: Fleeting Dreams

Vampire Knight Fleeting Dreams

Title: Vampire Knight: Fleeting Dreams
Japanese Title: ヴァンパイア騎士 煌銀の夢 (Vanpaia naito: Fureiru no yume)
Author: Fujisaki Ayuna (藤咲 あゆな)
Original Story: Hino Matsuri (樋野 まつり)
Translator: Su Mon Han
Publication Year: 2014 (America); 2013 (Japan)
Publisher: Viz Media
Pages: 273

Yesterday I blew through this book in one sitting, and I was like, “Why am I reading this garbage?”

Today I’m sitting in front of my computer, and I’m like, “Why am I reviewing this garbage?”

Vampire Knight: Fleeting Dreams is like a McDonald’s Oreo McFlurry: it’s cheap, it has absolutely no substance, it’s terrible for you, and yet it’s bizarrely compelling.

If you’ve never heard of Hino Matsuri’s Vampire Knight, it’s a shōjo manga supernatural soap opera starring Kurosu Yūki (Yuki Cross in the translation), a high school girl who is the object of the obsessive romantic interest of both Kiryū Zero, a vampire hunter who was bitten and turned as an adolescent, and Kuran Kaname, an older (much older) Pureblood vampire who has known Yūki since she was a small child. While Zero and Kaname glower and brood, Yūki is the embodiment of pure-hearted sweetness. She’s clumsy, she’s stupid, she’s ineffectual, and everyone adores her. Many necks are bitten.

Sexuality is the big theme in the first half of the nineteen-volume manga series, while the intersection of politics and bioethics is the major concern of the latter half (in which everyone is still sexy, of course). Although things happen to Yūki, and although the reader learns more about her background, her character doesn’t really change over the course of the story; and, at the end of the manga, she is just as trusting and cheerful and willing to sacrifice herself for others as she was at the beginning. In essence, although she’s surrounded by adults, she herself never really grows up. It’s from this characterization that the third major theme of the series arises, namely, the preservation of innocence.

What’s really interesting to me about Vampire Knight is that the fantasy the reader is most expected to identify with is not related to being the object of sexual desire or being physically young and healthy forever; rather, the fantasy of Vampire Knight; is all about being protected. Unlike the Twilight novels, in which Bella begins as Sleeping Beauty and ends up as Jean Grey, Yūki does not become a symbol of love or immortality. Instead, the reader comes to associate her with being shielded. Yūki fails at everything she does, but she is always given a second chance, and then a third, and then a fourth. She experiences hardship, certainly, but nothing is ever her fault. Although Yūki’s complete lack of development can be frustrating to the reader, one might say that her true talent lies in not being tainted by the evils of the adult world.

Vampire Knight: Fleeting Dreams is a collection of six short stories written by Fujisaki Ayuna, one of the scriptwriters for the Vampire Knight anime series. Although the book does contain a dozen illustrations by Hino Matsuri, the smoldering eyes and parted lips of the manga are largely (but not entirely) absent, as are all but the briefest references to the political games and secret technologies that dominate the latter volumes of the series. What Fleeting Dreams focuses on is the fantasy of being protected and sheltered, whether it’s Yūki finally succeeding in her studies after being assigned a private tutor, Zero becoming a temporary bodyguard for a female vampire named Shien, or the human students of Yūki’s high school finding a sense of community through a school festival.

My favorite story in the collection is “A Maiden’s Melancholy” (Otome no yūutsu: Aru hi no Howaito Ririi), which is narrated by Zero’s horse, White Lily. Describing herself as “the maiden of the snowy white blossoms,” White Lily is devoted to Zero and will allow no other rider to approach her, a temperament that has resulted in her being labeled as “difficult.” One day, when Headmaster Cross (Yūki’s adoptive father) proposes that White Lily be “matched” with a stallion named Black Sword, she becomes enraged but is unable to communicate her displeasure to Zero, who doesn’t oppose the arrangement. It turns out that the only person who is able to understand White Lily’s feelings is Yūki, who reassures the horse that Zero and Headmaster Cross would never do anything to make her unhappy. What I like about this story is that it highlights Yūki’s narratively underutilized ability to protect those around her because of her empathy, not in spite of it.

Of course, I also enjoyed the fact that the narrator of “A Maiden’s Melancholy” is a horse who proclaims her love for Zero in twenty-point font. It’s a ridiculous situation, and the writer plays it for all it’s worth. To be honest, everything in Fleeting Dreams is way over the top, and its dark heart pumps purple prose. The text is double-spaced and sits in the center of enormous margins, so not even the layout editor is trying to trick you into thinking it’s serious. Although the stories are intended for an audience that has already completed the manga (or Ayuna’s previous three-part novelization of the manga), you really don’t have to have read even a single volume of the series to appreciate the appeal; Fleeting Dreams is like the best (and worst) fanfiction in that the source text almost doesn’t matter.

If you don’t go into this book expecting camp, or if you don’t enjoy campy romance fiction to begin with, I guarantee that you will dislike Fleeting Dreams. As I wrote at the beginning of this review, it’s garbage. Regardless, I’m overjoyed that Viz Media has published it in lovely physical and digital editions, because it’s always good to see more light novels for girls in English. Yen Press has the boys spoiled for choice, and we really need some pointy boy bits (look at those fingers on Hino’s cover illustration!) to balance out all the bouncing breasts currently on offer. Bring on the trashy young adult chick lit!

Nickelodeon

Nickelodeon Blue

Title: Nickelodeon
Japanese Title: ニッケルオデオン (Nikkeruodeon)
Artist: Dowman Sayman (道満 清明)
Publisher: Shōgakukan (小学館)
Publication Dates: 11/2010 – 10/2014
Volumes: 3 (赤・緑・青)

I sometimes feel as if I’ve spent the past ten years of my life trying to find another Azumanga Daioh: a set of girl-centric stories that are weird and funny and touching without being male gazey. I love Azumanga Daioh‘s cute artwork and bizarre situations and perfect ratio of dark to sweet humor. Having read my way across a large swath of its many, many imitators, I’ve come to the conclusion that Azumanga Daioh is one of a kind. But I’ve found something close, yet different – and just as enjoyable.

Dowman Sayman’s Nickelodeon series is, on the surface, nothing like Azumanga Daioh. Each of the manga’s stand-alone stories is exactly eight pages long; and, aside from a few inconsequential crossover references, they have nothing to do with each other. Whereas Azumanga Daioh was all about the daily lives of high school girls, the subject matter of the stories in Nickelodeon ranges from grotesque fantasy to sci-fi spoofs to sarcastic magical realism. Unlike Azumanga Daioh, which has few male characters of note, the cute girls of Nickelodeon are more than adequately balanced by cute boys. What Nickelodeon does have in common with Azumanga Daioh is the tone of its unique style offbeat humor, as well as the artist’s ability to imbue stock characters with unexpected depth and feeling.

At the core of each of the stories in the series is a relationship between people, with “people” being a relative term. These relationships can be friendly, or romantic, or antagonistic, or a mix of all three. Boys are paired with girls, boys are paired with other boys, girls are paired with girls, girls are paired with tigers, boys are paired with flesh-eating demons, high school students are paired with clueless angels, conjoined twins are paired with blind dates, and ghosts of all sexes are all over the place. There are robots, giants, mad scientists, wish-granting devils, zombie princesses, and seemingly normal people with all manner of strange hobbies. The artist is like Scheherazade, spinning a seemingly infinite number of stories out of contemporary pop culture tropes, but all of his stories are refreshingly original.

One of my favorites is the cover story of the “Green” volume (pictured below), “Hickey & Gackey” (Hikkī & Gakkī). The piece opens with a girl named Otowa delivering a set of handouts to her classmate Sengoku-san, who seems to have become a hikikomori some time ago. Sengoku-san lives alone in her house, which has become a gomi-yashiki (trash hoarder’s den). After speaking briefly with Sengoku-san, Otowa promises to come again next week, but Sengoku-san tells her that this is the last time they’ll meet, as the city is sending an enormous garbage disposal unit named “Duskin Hoffman” (Duskin is a Japanese company that makes Swiffer-like cleaning implements) to her house to dispose of her like the rubbish she is. Suddenly, the ground starts shaking, the blades start whirling, the trash starts flying, and Otowa reaches out to Sengoku-san, making a last desperate confession. It’s absurd and ridiculous but somehow manages to punch you right in the feels, and the ending is beautifully open to interpretation.

Nickelodeon was serialized in Shōgakukan’s recently defunct IKKI monthly alternative seinen magazine, and its readers were thus expected to be genre-saavy and open to weirdness. The manga also contains moments of overt sexuality – it’s nothing that could even remotely be considered pornographic, but some of the characters are shown engaging in adult thoughts and behaviors, and there is occasional cartoonish nudity. The humor is for the most part good-natured, and the author emphasizes and plays on the silliness and personality quirks of his characters, not the sizes and shapes of their bodies. However, because male and female humans are portrayed as having nipples (the horror!), I don’t foresee Nickelodeon being licensed in North America. If you can speak a little Japanese, though, it’s fairly easy to read. In fact, I assigned a chapter to my fourth-year Japanese class this past fall, and the students seemed to really enjoy it.

Nickelodeon is almost perfectly bespoke to my own personal tastes, so it may be that I’m biased, but I think the three-volume series represents many of the great pleasures of manga written for an adult audience. Downman Sayman is wonderfully talented, and I’m expecting great things from him in the future. Hopefully one day his work will find its way into English!

The artist has two other two-volume seinen series, The Voynich Hotel (Voinicchi Hoteru) and Paraiso (Para☆Iso), available on Amazon.co.jp, and you can also find him on Twitter. Although he hasn’t updated it in some time, he has an account on Tumblr, which is cute and hilarious (but not entirely safe for work).

Nickelodeon Green

Tales from a Mountain Cave

Tales from a Mountain Cave

Title: Tales from a Mountain Cave
Japanese Title: 新作遠野物語 (Shinsaku Tōno monogatari)
Author: Inoue Hisashi (井上 ひさし)
Translator: Angus Turvill
Year Published: 2013 (England); 1976 (Japan)
Publisher: Thames River Press
Pages: 134

In 1910, the famous ethnologist Yanagita Kunio published the Tōno monogatari, a collection of folk legends from the Tōno region of central Iwate Prefecture in northeast Japan. Although the authenticity of these records is debatable, the collection is extremely important and has influenced subsequent generations of folklorists, including the inimitable manga artist Mizuki Shigeru. In 1975, Robert A. Morse translated the work as The Legends of Tono.

Inoue Hisashi was born in Yamagata Prefecture, which is southwest of Iwate but still in the Tōhoku region. Although famous primarily as a playwright, Inoue is also known for his novels, many of which are humorous and contain elements of fantasy and science fiction. Tales from a Mountain Cave, or “The New Legends of Tono” in its Japanese title, is Inoue’s take on the Tōno monogatari, which he sets in the coastal town of Kamaishi, just east of Tōno.

If you’re not a professional historian or ethnologist, the Tōno monogatari can require quite a bit of study to fully appreciate. Robert Morse’s translation is remarkably well done, and the book is nicely published, but the work is still difficult to read for pleasure. Tales from a Mountain Cave, on the other hand, is a lot of fun.

The nine stories in Tales from a Mountain Cave are relayed to the narrator, a young man taking time off from college, by an old man named Inubuse Takichi, who lives in a small cave in the mountains behind the sanatorium where the narrator works. Initially drawn to Inubuse by the sound of his trumpet, the narrator forms a habit of spending his lunch break with the old man, who rewards him with a series of stories about his life.

In these stories, which span from the 1920s through the early postwar period, Inubuse describes his hardships, his various forms of employment, his romantic relationships, and the odd characters he’s encountered. Not all of these characters are human, and each of the tales focuses on a supernatural occurrence, many of which are the doing of the yōkai that inhabit the region. Inubuse’s recollections of these creatures are vivid and refreshingly original. To give an example from the second story, “House up the River,” this is how the narrator summarizes Inubuse’s description of river imps called kappa:

According to him, there were several thousand kappa in the Hashino River, but when in the water they were translucent, like jellyfish. In fact they couldn’t be seen with human eyes at all. Once they were out of the river they took the form of children or travelers. In the mountains they appeared as monkeys or phesants. They could change size as well as appearance – a thousand kappa could hide in the puddle of a horse’s hoof print.

Far from being remixed or modernized versions of legend fragments, each story has a clear and compelling narrative arc; and, although they’re all connected, all but the last of the stories (which ties everything together) can be read by itself. The major theme of the collection seems to be the inability of human beings and yōkai to coexist, which can be understood as representing a fundamentally antagonistic relationship between human society and the dangerous wilderness of the Tōhoku region. If you’re looking for the sort of religious messages common in medieval Japanese folktales, they’re practically nonexistent, but Tales from a Mountain Cave does offer plenty of sexuality and earthy humor.

I really enjoyed this collection. It’s colorful, charming, and highly entertaining. Even if you’re not familiar with Japanese history or folklore, you’ll still enjoy Inoue Hisashi’s outrageous stories and charming prose.

Review copy provided by Thames River Press.

Marshmallow Bungaku Girl

Marshmallow Bungaku Girl

Title: Marshmallow Bungaku Girl
Japanese Title: ましまろ文學ガール (Mashimaro bungaku gāru)
Alternate Title: Mädchen Marshmallow Literatur
Artist: Amano Taka (天乃 タカ)
Publisher: enterbrain (エンターブレイン)
Publication Dates: 6/27/2011 – 2/15/2013
Volumes: 2

In the late Meiji Period, as Japan undergoes the process of modernization, Hoshino Mone is a student at an all-girls private high school in Tokyo, where she lives with her male guardian, Sei. Although a young woman’s duty is to be beautiful and modest so as to become a suitable bride, Mone has a different dream – she wants to write literature! Literature (the bungaku of the manga’s title) is believed to corrupt women, so Mone cuts off her braids, dons schoolboy clothing, and joins an all-male literature club. Although she must face a bit of drama concerning her choices, the friends Mone makes help her hone her talents and offer her inspiration as they take her on adventures around town. The handsome young literary illustrator Nasuhito knows Mone’s secret but believes in her potential. Nasuhito’s respect for Mone as a fellow artist is not the only source of his warm feelings for her, however.

Although Bungaku Girl was published in the seinen magazine Fellows! – the former name of Kadokawa’s prestige-format monthly serial Harta (ハルタ) – it reads like a shōjo manga from the 1990s, when the influence of series such as Fushigi Yûgi and Cardcaptor Sakura injected elements of gender bending and bishōnen harems into even the most prosaic romance stories. All of the young men in the literature club are impossibly gorgeous, and everyone is decked out in immaculate period dress. There’s a hint of yuri provided by the radiant high school princess Sono, another literature fan who becomes enamored of Mone’s courage and independent spirit, but there are no elements of the male gaze to be found in the manga’s story or art. Instead, there are touches of Mori Kaoru in the close attention paid to historically accurate fabrics, interiors, street scenes, and city vistas.

Bungaku Girl is less about Mone’s cross-dressing and gender identity than it is about her commitment to doing whatever it takes to find a supportive community for what she loves. Many of the story’s most powerful moments occur when the characters are being creative – when Mone is writing, or when Nasuhito is drawing, for instance – and these moments are reinforced by being framed within the sense of belonging to a group of people all working together to share their ideas and produce something tangible. For us nerds who have studied modern Japanese literary history, there are pleasurable echoes of the student groups, coterie magazines, and research trips into pleasure districts associated with real-life literary figures.

This two-volume series is only available in Japanese, but it would be really cool if someone were to license it in North America. The story is simple and charming, the characters are adorable, and the art is clean and attractive. Bungaku Girl offers love, drama, and interesting imagery, not to mention encouragement to leave your comfort zone and live your dreams!

Bungaku Girl Volume 1 Page 23

I… want to join your literature club!