Where many romance stories end with the confession, Fly Me to the Moon makes an different choice: it starts there. We only get a brief introduction to the main characters, Nasa Yuzaki and Tsukasa Tsukuyomi.
First few chapters show us the first meeting of these two characters – Nasa tries to get himself inducted into an isekai is run over by a box truck trying to cross the street to introduce himself to Tsukasa. Even after his injuries, Nasa still tries to ask Tsukasa out. She says that she can only do that if she marries him. Rather than scaring Nasa away, he proposes. And Tsukasa accepts.
The book dives right into their life together. We get to see these two characters get to know each other and figure out how romance works, at the same time as they’re trying to figure out the specifics of living together an marriage. Only a few pages separate holding hands for the first time, from trying to buy bedding, to discovering that Tsukasa is a restless sleeper.
So far this isn’t a plot heavy manga; the focus is on Nasa and Tsukasa’s interactions. The afterward indicates that there’s more behind Tsukasa’s backstory that we haven’t seen, though, so I expect future volumes to mix some reveals in with the fun relationship moments.
Fly me to the Moon is a fantastic romantic comedy. Nasa and Tsukasa’s relationship is gold, and I’m fervently looking forward to future volumes in this series. ⭐⭐⭐⭐⭐
I think this volume of Reincarnated as a Sword might feature the least amount of curry eating to date. Instead, Fran spends her time… teaching newbies how to fight?
The focus of this volume is the trip to the Beastman Nation. Before taking off, Fran helps the local guild master school some overconfident young adventurers. Afterwards, she signs onboard a ship heading for the Beastman Nation, serving as a guard against pirate attacks if needed.
She’s not the only adventurer who will be on board for the trip – there’s a handful of other parties, including the group of overconfident adventurers from earlier. They make an smart request – they ask Fran to help instruct them so they can be better adventurers. This isn’t something Teacher pushes on her – she wants to do it.
Unfortunately, we don’t get to see much of the teaching sessions. But the fact that Fran is becoming a teacher of her own, of her own volition, is interesting to see. I hope we see more of this in future volumes.
Instead of focusing on the teaching sessions, we’re treated to a naval conflict with the former king of the pirate nation of Seedrun. There’s nothing new here for people who have been reading Reincarnated as a Sword all along – it’s the same process we’ve seen in prior books, with Teacher and Fran unable to defeat the new foe until they level up their power again. And engaging in a spot of unnecessary torture along the way.
In the end, Fran arrives at the Beastman Nation, finally putting her in place to pursue the business promised at the end of volume 6.
Nothing particularly new here. A bit of character development, though I would have liked to see more. But mostly just moving the plot along to set things up for the next volume. ⭐⭐⭐
Our Teachers Are Dating! is exactly what it says on the cover: a yuri manga featuring two high school teachers – gym teacher Hayama Asuka and biology teacher Terano Saki.
The book stands out on its own for having adult protagonists. My instinct is to try to pin them down with stereotypes, but that’s hard. It’s not like one of them is the shy one and one as the easygoing one, for example; they both take turns leading things and following the other. The characters are well-rounded but distinct.
While the two teachers did know each other and work together before the book started, they were just coworkers. We don’t see much of the pair in the classroom, but the school setting is important and helps to drive both the plot and the character elements along. Their relationship progresses quickly over the six main chapters of the book, from asking each other out, to their first official date, through to sleeping together for the first time. There’s even a hot springs trip.
In addition to the two protagonists, two other teachers at the school have minor recurring roles. So far they seem to be there mostly for exposition, but it wouldn’t surprise me to see either of them end up in a relationship of their own in future volumes.
I was actually surprised to see the “To Be Continued” at the end – I’d missed that this was volume 1, and the volume concluded so perfectly that if it was a one-shot I would have been satisfied. I look forward to reading more as these characters’ romance evolves. ⭐⭐⭐⭐⭐
Volume 8 of Mushoku Tensei picks up about a year after Volume 7 ended. Where the last volume ended with a side-step to the Ranoa University of Magic, we open with protagonist Rudeus Greyrat receiving an invitation to become essentially a graduate student there – full scholarship, no classes, able to spend all of his time working on magic research.
Even though it’s the alma mater of his elementary school crush, Roxy, Rudeus isn’t willing to go; he wants to keep looking for the last member of his family missing from the Fittoa Displacement Incident. But the Hand of the Author Man-God tells Rudeus that he should go to the university and take advantage of the offer and spend his time researching the Displacement Incident. Cannily, the Man-God promises Rudeus a fix for his erectile dysfunction if he goes. As should surprise no readers at this point, that’s more than enough to convince Rudeus to go.
The university ends up being something of an old home week for Rudeus. The overall experience is reminiscent of the high school life that he missed out on, down to the Japanese-style uniforms and start-of-term speeches from the principal and the student council president. Rudeus makes a good start, diving right into his research. Unfortunately, he ends up quickly engaging in some morally questionable actions, beyond his usual gentleman-pervert status.
The problems start with Rudeus helping a fellow student purchase a slave for Rudeus to train up as a magician. While Rudeus does try to make sure she’s treated well – more like an adopted child than anything – the fact that he doesn’t even say a word about the practice is disturbing. Rudeus then quickly follows that up by abducting some of his fellow students for a fairly tenuous reason, and briefly molests them in the process.
In the end, the volume fizzles out. Rudeus’s actions in the back half of the book aren’t great. Afterwards, the volume ends, without any sort of a climax in the plot.
But while the contents of the book were terrible, I still found it compelling enough to keep reading. So, kudos to the author, translator, and other contributors for managing to keep my interest despite Rudeus’s moral failings. The lack of an ending was disappointing, not a relief.
While the time jump could have been a new jumping-on point, the fact that Rudeus was kind of a dick throughout the book makes it hard to recommend for anybody new. But the writing still kept me hooked for the rest of the book, making the weak ending even more disappointing. ⭐⭐⭐
No, seriously, the book starts off with Iska and the other members of his squad being sent on a vacation because they’ve spent too much time on the front lines without a break. His unit’s captain selects a desert oasis resort, a small independent nation, for their trip, and Iska is quickly dragged into helping his female compatriots shop for swimsuits.
Meanwhile, in the Sovereignty, we get introduced to Alice’s older and younger sisters. It turns out that her younger sister, Sisbell, is the witch that Iska freed back in his Saint Disciple days. Her powers aren’t combat-oriented like Alice; instead they’re much better suited to spy work. Sisbell is ordered to the same independent nation on a diplomatic mission, to determine how likely they are to join the Empire. (A coincidence, hardly a first for this series, but somewhat more reasonable than some of the others Iska and Alice have endured in the neutral cities!)
Once they get to the resort, we quickly see things descend into a reprise of the prior volume for Iska. Sisbell’s powers let her find out that the soldier who freed her from captivity is in the same city, and uses them to make contact with him. Unfortunately, another political player from the Sovereignty thinks it would be a good time to take Sisbell out to improve his claim to the throne, and it’s up to Iska to once again defend a witch of the Nebulis family.
While this is going on, we get a peek at the political homefront with Alice and her other family members. Her mother appears, and gets to show a bit of a maternal side that wasn’t expected after hearing about her in earlier volumes. Alice’s sister, however, doesn’t seem to have much time for her family. After learning more about how the Sovereignty passes power between generations – not by birthright, and not even necessarily to the Nebulis family – we understand why.
While the Imperial story feels like a retread of the last volume, the Sovereignty’s story introduces new political dimensions that promise interesting stories to come in future volumes. Hopefully the Imperial story can bring something new soon too. ⭐⭐⭐
Leading up to the release date of 13 Sentinels: Aegis Rim, I saw a lot of enthusiasm for it online from Vanillaware fans. I’m not one of them – I played maybe 10 or 15 minutes of Dragon’s Crown, and haven’t tried any of their other titles. However, the idea of an adventure game with mecha intrigued me, and I made sure to pick 13 Sentinels up day one.
(Or visual novel with mecha. I don’t want to start an argument about genres here! I know Japan doesn’t draw a distinction between the two like the West does. But given the lack of narration, I’m going to stick with the “adventure game” term.)
The game is a hybrid of two separate modes – Destruction, a real-time strategy game, and Remembrance, an adventure game. (There’s a third mode in the menu, Analysis, but it’s effectively an in-game encyclopedia.) The player is forced to go back and forth between the two modes; progress in Remembrance is gated on progress in Destruction, and vis-versa.
Remembrance is definitely the starring role here. The game has a large main cast – thirteen high school students in 1985, pilots of giant mecha called Sentinels. How 1985 got the technology for the Sentinels is explained, but that mystery only scratches the surface of what’s going on. Unfortunately, I can’t really talk too much about the story without spoilers. But when the box calls it a “sci-fi mystery epic”, they aren’t overstating the scope of the story.
The gameplay in Remembrance is on the light side for an adventure game. There’s no pixel hunts; the only inventory you have is your Thought Cloud, a list of phrases that you’ve encountered through the story that are important. You can choose where to go, who to talk to, and what words from the Thought Cloud you need to use with them; but there’s always one right choice to continue the story, it doesn’t really have any branching.
The other gameplay mode, Destruction, is a real-time-with-pause strategy game. That is, while events occur in real time, once you select a unit the battlefield is put on hold until you finish giving them their orders. You’re only able to bring along about half of your units, so based on the enemy unit types the game warns you about, you need to select the best mix of units to bring along.
I played through the first 75% of the Destruction mode on the Normal difficulty level, before lowering it to Casual once enemy healing units were introduced. The game doesn’t punish you in any way for selecting the lower difficulty – nothing in-game is hidden that I could find, and all the trophies could still be unlocked.
I don’t know how much depth Destruction has, especially on lower difficulty levels; towards the end, with my upgraded units, I was pretty well able to steamroll the CPU. But that didn’t stop it from being fun – there’s something about repeatedly sending Super Large Missiles into enemy hordes that I find pleasing.
This is not a quick game – it took me a touch over 40 hours to complete the main story and all the unlockables, with some post-finale Destruction levels still untouched. I would guess probably two-thirds of that was in Remembrance, and the remainder in Destruction, but that’s just a guess.
Destruction alone might have made for an okay game, but Remembrance elevates 13 Sentinels to greatness. I can’t recommend this epic story highly enough. ⭐⭐⭐⭐⭐, Recommended for everybody.
It’s been several months since I read volume 1 of this series, so apologies in advance for anything I’m not remembering correctly.
Volume 2 of Adachi and Shimamura shows us Adachi trying to come to terms with being in love with Shimamura, while Shimamura continues to be blissfully ignorant.
Yashiro the alien astronaut takes a back seat this time around, only making a few cameo appearances in interludes. The focus of this volume is a Christmas outing. After Adachi invites Shimamura out, they each go shopping for a present for the other (each accompanied by one of Shimamura’s other friends from the first volume – serious Hino with Adachi, and offbeat Nagafuji with Shimamura), before we get to the outing itself. There’s no interruption from Yashiro this time; it’s just the two title characters, spending Christmas together.
Is it a date? Depends on who you ask.
The book is tough to read, in a good way; Adachi’s social awkwardness comes through very well on the page, and I very much empathize with her. She knows what she wants out of her relationship with Shimamura, but she has problems getting her feelings across. Shimamura, meanwhile, seems almost deliberately clueless of Adachi’s feelings – and when she asks Adachi outright, Adachi can’t bring herself to admit what she wants.
The series continues to feel more realistic than the other romance light novels I’ve read so far. No forceful intervention from a teacher, no uber-rich neighbor, no socialite training the protagonist for unclear reasons… just one ordinary girl trying to get across what the other one means to her, and too often failing.
If you didn’t like the first volume, this book isn’t going to change your mind. But I like seeing Adachi try to work her way through her feelings in a way that I never could, even without the same-gender complication. I want to see where this goes… and I hope neither Adachi nor Shimamura gets hurt along the way. ⭐⭐⭐⭐
The premise for Who Says Warriors Can’t Be Babes is remarkably simple: the main character, an incredibly strong warrior (known simply as “Warrior Woman”), joins the party of a hero who rescued her as a child. That led to her crushing on him, and doing everything she can to get strong, join his party, and win his hand. Unfortunately, she’s too good of a warrior, and the hero isn’t able to see past that and to her feminine side.
This isn’t the first manga with a similar premise – Tomo-chan is a Girl! immediately springs to mind. But where Tomo-chan was a relationship story masquerading as a four-panel gag comedy, Warriors seems to want to be a four-panel gag comedy using a more normal page layout. There’s not a lot of depth to these characters – we don’t even know any of their names, just their character classes.
Unfortunately, Warriors probably works better in its original magazine incarnation than in volume form. By the end of the tenth chapter in the volume, the repetition was starting to wear. Warrior Woman tries to attract the Hero’s eye; things go overboard; she fails in her goal. There’s no added depth to the relationship as things go on, nor do we see anything from the other character’s points of view to know how they see her.
But while I didn’t think the story lived up to its potential, the art is fantastic. We get a wide variety of facial expressions and reaction shots, giving us variety in the art even when the plot doesn’t. I also liked the lettering; I’m a sucker for a good pixel-based font, even if it’s not actually a game-like setting.
One additional note, the first chapter is significantly lewder than the rest of the volume. While some sexualized outfits show up later in the book, nothing approaches that chapter plot-wise; even the bonus chapter is tamer.
Who Says Warriors Can’t Be Babes? is an interesting idea but the execution didn’t pique my interest enough to keep me reading the series. ⭐⭐⭐
Volume two of The Hidden Dungeon Only I Can Enter doesn’t change much from the first volume. The overall story for this volume is the first set of exams at the Hero Academy. To pass them with a high enough score to skip summer school, Noir and Emma will need to turn in 100,000 points worth of monster loot – which means slaying a dragon. But before they can do that, they need to get strong enough to take one on.
It may be just me, but it felt like the second volume toned down the lasciviousness. Noir still indulges in physical interactions with his harem women for the sake of building up his LP, but – outside of one of the bonus chapters – it felt much more perfunctory this time around; it happened but wasn’t as detailed as I remember from the first volume.
There’s not much to note in character growth in this volume. Noir and Emma’s stat numbers go up, but they don’t really learn anything new. Noir continues to put his Get Creative ability and its cohort to good use, coming up with solutions unique to each set of enemies that he faces.
Hidden Dungeon volume 2 is just as much a quick read as the first volume. While the characters are relatively static so far, as long as the Get Creative logic puzzles keep coming I’m happy to keep reading. ⭐⭐⭐⭐, Recommended for fans of the series.
The Hidden Dungeon Only I Can Enter‘s premise is two-fold. The first half is right there in the title – there’s a hidden dungeon, that only protagonist Noir Stardia can enter. The second half cranks the power fantasy up to 11: he has the near-unique ability to create, edit, and bestow magical skills on people and things, provided he has sufficient LP. And LP are earned from indulging his base desires.
This is not an 18+ novel, so said desires don’t go too far. Good food, hugs, kissing… nothing that requires removing or going under clothing. However, this is still probably enough to lose much of the reading audience. (The definition of LP is not given that I noticed, but I suspect it stands for “lust points”.)
The setting is a typical fantasy-world-with-a-stats-system. Noir is a member of an adventurer’s guild, as well as attending an academy for would-be heroes. In morning he attends classes with his childhood friend, Emma Brightness; in the afternoon they go on guild quests for money and rank points.
Being a fantasy light novel, Noir can’t help but acquire a harem on his adventures. He starts with Emma, but gains other members through his adventures in the book, including the guild receptionist. (And of course his little sister wants in too.)
The story arc of the first volume is about getting into the Hero Academy, and introducing his harem fellow students, as well as an elf healer who wil join him on his future quests. So far there’s not much of an overall plot to the series, beyond Noir’s classroom and adventuring life.
The unique selling point to the series isn’t the Hidden Dungeon itself; it’s Noir’s skill creation and editing abilities. He can’t just win with power; he needs to “Get Creative” in order to succeed against his foes. The limitation on requiring LP helps keep this focuses, meaning we should continue to see unique (cheap) solutions to conflicts rather than Noir just making himself overpowered.
If there’s such a thing as “wholesome ecchi”, then Hidden Dungeon is it. The setting is cliché but I liked the characters, and Noir’s editing skills keep things interesting. This is not highbrow literature in the slightest; but I thought it was a quick, enjoyable read. ⭐⭐⭐⭐, Recommended for harem fans.