The Price of Art: Miyazaki Hayao’s “The Wind Rises”

It’s been a few weeks since I took the opportunity to see Miyazaki’s The Wind Rises. For personal reasons I’ve been unable to write about it until now, which makes me a little sad since my memories of the movie are no longer as fresh. Nevertheless, the film made such an impression on me that I can still remember its effects on me, the mild trembling and near-existential crisis I experienced after leaving the theater that I feel compelled to write about it. This is because while other Miyazaki films have been beautiful, profound, poignant, heart-warming, and intelligent, The Wind Rises is challenging.

I’m going to spoil quite a bit. If you haven’t seen it, I highly recommend this movie.

The Wind Rises is a highly fictionalized account of the life of Horikoshi Jirou, inventor of the “Zero,” the most famous Japanese plane of World War II. We first see him as a child in love with the idea of flight, though sadly unable to ever truly take to the skies due to his terrible eyesight. Instead, in a dream where he meets Caproni, a famous Italian aeronautical engineer, he realizes that if he can’t fly the planes, then at least he can build them. The movie is thus the story of a man with a passion that stays with him throughout his life. The main issue is that he lives in the 1930s, and Japan already has an alliance with Nazi Germany. We know what Jirou’s passion will lead to, and this aspect of his story is how The Wind Rises confronts its audience with difficult questions.

There is a sort of romantic image surrounding the artist who lives for his craft, and over and over again the movie shows how Jirou would rather not think of anything but the plane itself. However, The Wind Rises juxtaposes this quality in Jirou with the era in which he lives. Given the imperialist and militaristic nature of Japan at the time as depicted in the film, it is clear where Jirou’s inventions will eventually take him, and yet given the context of his society, it’s also the only opportunity he really has to fulfill his dream. He makes the best of his situation, pursuing his life-long goal using the means available to him, and though on a personal level this can be seen as the emblematic of the adaptability of the creative human mind, it also comes at a very real cost of millions of lives, claimed essentially by Jirou’s imagination. At the end of the movie when Jirou returns to his dreams of the sky and we see the clouds in the sky transform into his greatest invention, there’s a clear sense of tension on the screen between the beauty of the Zero and the ugliness inextricably tied to it. This is why when I see people accuse this film of being militaristic, I feel as if they did not bother to actually see what was happening in the film.

Can art truly be made for art’s sake? This is one of the central questions of the film, and The Wind Rises answers that this passion, as much as we might want to bottle it and isolate it from the world, is nevertheless still a part of it. Even the refusal to compromise ends up being a type of compromise in itself, and the film makes this point clear not only through Jirou’s profession but also his personal life. Falling in love with a woman suffering from tuberculosis in a time when there was no cure, throughout the movie they make sacrifices between their immediate and future happiness. When ultimately they decide to live together despite knowing that this will shorten her lifespan, the parallel is clearly established that, whether it is at home or in another country, Jirou’s passion in a sense destroyed lives. And yet, it is impossible to see Jirou as a “villain,” or as morally reprehensible. There is no guarantee that we would not have done the same thing, living in the here and now while hoping for a brighter future. Jirou’s choices cannot simply be divided into “right and wrong.”

The very fact that Miyazaki himself is an artist making some of the most successful animated films ever makes the ideas of The Wind Rises feel both self-critical and targeted toward society at large. One of the more interesting decisions for the movie was that Anno Hideaki, creator of Neon Genesis Evangelion, animator on Miyazaki’s Nausicaa of the Valley of the Wind, and otaku extraordinaire was cast as the voice of Jirou. Anno is no voice actor, and it shows in his amateurish performance, but I think this was a deliberate choice because Anno is also a “passionate person” as an otaku. Evangelion was Anno’s attempt to tell otaku to get out there and confront the world, and in certain ways the opposite happened, so I believe that Anno in the role of the protagonist speaks to the idea that otaku are generally considered obsessive people in some sense “cut off” from society. There is an earthquake at the beginning of the film, and when the ground begins to crumble and shake, it looks like the old Gainax style more than that of Ghibli, and I have to wonder if it was animated in this way to call attention to the otaku. As with Jirou, the question would be if we can call otaku a pocket of society, a subculture, or if that passion should be contextualized. It’s a confrontation with both otaku and non-otaku.

I saw this movie at a period in my life where many things are in flux. The future often looks uncertain, the present looks frightening, and more than a few people I’ve known have become ill or worse in recent years, and this movie hits me hard in those areas. Moreover, as someone who has spent his life in creative endeavors, whether it’s art or writing, I feel as if this movie peered straight into my soul, asked me about my life, and forced me to ask myself what a human being really is. In spite of this—or perhaps because of this—however, The Wind Rises may very well have become my favorite Miyazaki film ever (which has been Laputa: Castle in the Sky for the longest time). In fact, when I think about it, the last time I felt this profoundly affected by any anime was the masterful Turn A Gundam. If I had to summarize my thoughts on the film in three words it would be: beautiful, deep, painful. 

Robotech Fans Wish They Had Yamato 2199

I recently finished Space Battleship Yamato 2199, the outstanding remake of the original Space Battleship Yamato. It’s a series deserving of an elaborate, detailed review to explain all of the thing they did to update the series and why the work, but this isn’t that review. Maybe it’ll come in the future, but what I’d rather talk about is a small revelation I had after I finished the series: Yamato 2199 is basically what Robotech fans wish they got.

The long-standing Robotech fandom is notorious for an obsession with minutiae. Every little detail in the series is scrutinized. Things are renamed to sound more “high-tech.” Every mistake in script and animation in the source anime (Macross, Southern Cross, Mospeada) is either ignored, retconned, or mentally transformed into something which makes technical “sense.” A whole slew of supplementary material exists to explain in a satisfying way to an audience who enjoys harder science fiction some of the sillier moments that come from the original anime.

While Yamato 2199 doesn’t go quite that far, it does accomplish a lot to smooth over some of the narrative and hazy science fictional bumps which littered the original version. Case in point, the ridiculous-sounding device that the crew of the Yamato must travel to Iscandar to pick up to save the Earth, “Cosmo Cleaner-D,” is rechristened the “Cosmo Reverse System,” and is given a technical explanation as to how it’s supposed to work. Moments in the original Yamato which were more for dramatic flair than anything else keep the drama but also add sounder technical elements. Aspects of the show barely touched upon originally receive elaboration in Yamato 2199, and where the old series at times looked like it was still trying to find what it really wanted to do, the new series has the benefit of hindsight to cleanly and efficiently aim for its narrative and thematic goals.

As far as I can tell, what Robotech fans really want is just Robotech as it was back in the 1980s with minor adjustments, and this is what really makes Yamato 2199 the ideal template for Robotech fans. Yamato 2199 is about 90-95% the same as the original in tone and feel, even though it is updated for the modern era to take into account social developments in the past 40 years and the character designs are a little more modernized. It’s this formula which something like The Shadow Chronicles does not appear to achieve, though it also helps to have a substantially higher budget and cleaner animation like Yamato 2199 does, to accomplish its goals.

Pokemon and Color

The depiction of race and culture in Pokemon over its nearly 20-year history has been a work in progress. Much of this has to do with the very Japanese origins of the game and their exportation to the rest of the world. A mostly assumed Japanese cast of characters suddenly wasn’t, like when the character Sakaki was renamed Giovanni to evoke the image of an Italian mob boss. At the same time, Pokemon with seemingly innocuous elements within Japan such as Jynx became a legitimate concern against the increased awareness in the United States of the history of discriminatory visual depictions of black people. Since then, thanks in all likelihood to its international success, Pokemon has taken considerable steps to try and be more culturally sensitive and inclusive, mainly through the depiction of characters with different skin tones and features. In some cases, the characters have more definite racial features, and in others they’re left vague, and the question of whether or not an “ambiguous brown” is for the better becomes an especially difficult question that is nevertheless worth exploring.

124Jynx_OS_animeJynx

The change to include characters who are neither vaguely white or Asian in appearance began with Pokemon Black and White, a series which I would argue not-so-coincidentally takes place in Pokemon universe equivalent of New York City, one of the most ethnically diverse cities in the entire world. Unlike the regions of Kanto, Johto, Hoenn, and Sinnoh (all based on areas of Japan), the Unova region (Isshu in Japan) would not reflect the NYC influence properly if everyone was of the same skin color (what sometimes gets referred to as Friends syndrome).

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Iris, Marshal, Lenora

Major characters of color were introduced during these games, such as the Gym Leaders Lenora (Aloe) and Iris, as well as the Elite Four’s Marshal (Renbu), all of whom are bosses one must face before eventually challenging the final opponent, the Pokemon League Champion. All three of these characters are shown to be strong trainers, and Iris even featured prominently in the Pokemon anime. At the same time, all three possess varying degrees of ethnic identifiers. Iris is difficult to pinpoint, Marshal has features which indicate black, and Lenora is undeniably black to a possibly stereotypical fault. Originally wearing an apron in her official design, the proximity of this depiction to the Aunt Jemima-esque mammy stereotypes of the United States (in a game based on a US city!) prompted a revision which portrays Lenora simply slinging the apron over her shoulder (though she still wears it in the in-game sprite). This is far from a Jynx scenario, as Lenora is both a clever gym leader and the curator of her own museum, and her design is still fairly restrained, but it is rather telling that the approach taken with the next generation of games, Pokemon XY, lean closer to Iris’s style.

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Grant, Olympia

Pokemon XY, which takes place in the France-inspired Kalos region, features not only Gym Leaders Grant (Zakuro) and Olympia (Gojika) but also individual trainers throughout the game such as the male Pokemon Ranger and Rising Star. As is evident from their designs, a greater amount of care is put into them as well. The location of not-France is also perhaps an influence here, as taking into account the centuries-old Arabic influence in Europe, colonialism, and even just recent immigration from other continents creates a complex milieu of cultures that differs in significant ways from that of the United States. The vagueness of these character designs may be a reflection of that aspect.

However, the biggest change is undoubtedly the fact that Pokemon XY actually allows you to choose the skin color (and eventually hair color) for your player character. Now, in addition to choosing gender (a feature available since the second-generation Pokemon Crystal), it is possible to get closer to having your avatar appear the way you do (or don’t, as the case may be). The ethnic vagueness idea comes to the forefront here, as only three skin tones are available, which leads to the question of whether or not this is the right direction to take, if it’s perhaps a washing out of cultural identity.

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femalecharactercustomizationchoices

I’m of two minds about this. With some characters such as the Gym Leader Marlon (Shizui), it’s actually difficult to tell if he’s supposed to be a darker skin color or just someone with a nice tan. The lack of concrete information, as well as the fact that many of the characters have very Japanese-sounding names in Japanese regardless of appearance, makes it easy to accuse them of just taking “white/Asian” designs and swapping the hues. On the other hand, it’s erroneous to assume that certain features are meant to evoke one race rather than another. After all, it’s a classic mistake to assume that anime characters “look white” because of their large eyes. When the racial features are relatively nondescript, perhaps it gives them a versatility that prevents those features from being abused as stereotyped caricature. That’s not to say that future games couldn’t benefit from adding more skin tones, for example, but there’s something to be said about allowing players to make their own interpretations.

Whether or not the racial ambiguity of character designs in Pokemon helps or hinders (or both), one positive that is hard to deny is the benefit of just having so many depictions of characters of color being happy and successful. They talk to dragons, climb mountains, run museums, practice martial arts, and go on adventures. They’re intelligent, dedicated, compassionate, funny, people you can look up to and want to know better. They’re role models with limitless potential. It’s especially notable that, in the follow-up games of Pokemon Black 2 and White 2, Iris would go from being a Gym Leader to being the Pokemon League Champion herself. The Pokemon games have always done a good job of portraying female characters, with three of the most recent games featuring female Champions, and to have a woman of color be the strongest and most celebrated individual in the land is nothing to scoff at.

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In the end, what I see as the greatest contributing  factor in the depiction of diversity in Pokemon is that the series has not gotten complacent. With every passing generation of games they continue to make improvements, and it’s a likely sign that this will continue as long as Pokemon stays alive.

VGCW is a Slice of Fandoms

In the second episode of the Video Game Championship Wrestling series spinoff, “Extreme Dudebro Wrestling,” Lucina from Fire Emblem: Awakening made her way to the ring. Just as VGCW makes the chat itself part of the viewing experience, so too does EDBW, and Lucina’s arrival brought with it some powerful (text) chants.

“LET’S GO CINA!”

“CINA SUCKS!”

Anyone who’s familiar with the WWE over the past decade is likely familiar with the origin of these dueling chants. Loved by kids, reviled by adult fans who grew up with The Rock and “Stone Cold” Steve Austin, John Cena’s popularity splits the audience in two whenever he wrestles. Naturally, VGCW fans did not pass up an opportunity for some wordplay.

Of course, this is to be expected, right? It’s a constructed wrestling universe based on popular video game and occasional anime characters, so this type of crossover should lead to cross-demographic jokes. And yet, when I watch and participate in any of the VGCW chats, I feel like I’m being exposed to a group which I normally don’t interact with otherwise. Somehow, even though I’m friends with anime fans, gamers, and smarks, I’ve never found myself in the middle of their convergence as much as I do in VGCW. That’s what makes all the Table-san jokes work, where the announcer’s table is jokingly viewed as a shy and meek anime girl whose day always get ruined when Wrestler A decides to powerbomb/suplex/elbow drop Wrestler B on top of her.

The connection between anime fandom and wrestling is a lot stronger in Japan, where you had series like Kinnikuman which continue to get referenced even today, as well as real life wrestlers based on anime like Jushin Liger and Tiger Mask. It’s sort of like if Zeus from No Holds Barred turned out to be one of the best, most beloved wrestlers ever when he made his WWF appearance.

As for Lucina, she fell behind the entire match, barely missing out on being pinned for the 3-count over and over. Then, as if the entire match was simply an opportunity for her to mount a comeback, she landed a DDT and a devastating finisher and won the match. The chat exploded, realizing that Lucina was even closer to John Cena than expected.

As they say, Hustle, Royalty, Respect.

Samurai? Flamenco?

If you’ve watched all of Samurai Flamenco you’ll know that even though the show has humble beginnings and then progressively gets into increasingly more outlandish territory. It’s the kind of thing that you try to keep your mouth shut about so as not to spoil the uninitiated (by the way, SPOILER WARNING), partially because it’s obvious how intentional the whole thing has been.

The main character Masayoshi goes from tryng to be like a Kamen Rider-type to actually being a Kamen Rider-type, to being the leader of a Super Sentai team (with giant robot) and eventually even an Ultraman-style giant (and that’s not even mentioning the final genre shif at the end). The changes are so abrupt and swing so heavily from one thing to the next that I can only interpret the show as poking fun at the mid-season corporate meddling that can happen to a tokusatsu series and yet genuinely embrace it as a part of tokusatsu history.

I have to wonder, did Samurai Flamenco hint at this from the start? Perhaps Samumenco was always projecting an aura of neverending incongruities. Just think about the name “Samurai Flamenco.” What gimmicks or powers would a guy with a codename like that have? He’d maybe have some rhythm or dancing abilities (like Cure Lovely in Happiness Charge Precure) and probably a costume based more on a Japanese suit of armor. Real tokusatsu series do similar things, like how Ressha Sentai ToQger currently features trains, and even the fake in-universe shows of Samurai Flamenco like Red Axe features… a guy with an axe. Samurai Flamenco, however, is neither Samurai nor Flamenco, and when he finally gets a set of effective weapons his gimmick of all things turns out to be “weaponized office supplies.” In that respect suddenly getting a giant robot that’s a mix of Combattler V and Dancougar isn’t so odd.

Perhaps Samurai Flamenco was always about the hodgepodge, the elements that don’t quite fit together so you have to smash them all in and enjoy what comes out. After all, it does start with a guy dressed like a superhero getting beat up by kids, who then forms a friendship with a cop where they sit around and watch children’s television.

It Took Me Almost the Entire First Season to Understand the Space Dandy Ending Theme

Episode 1 of Space Dandy made an impact by killing off its main characters. In episode 2 they were back, and I think everyone (including myself) took this as a sign of the show not treating death or continuity very seriously. Supporting this is the fact that many episodes after this had odd, seemingly irreversible turnouts, like the zombie takeover of the universe, or the Redline-esque galactic race leading into time travel.

At the end of every episode there’s a catchy ending theme (by the singer of the Mawaru Penguindrum openings) which talks nonchalantly about the quantum physicist Hugh Everett III and the confusion caused by his theory of… parallel universes.

PARALLEL UNIVERSES.

DAMN IT.

Random Thoughts on Twitch Plays Pokemon

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I made this just for this post

Twitch Plays Pokemon is a fascinating social experiment. Through the magic of streaming video and live chat, tens of thousands of users try to collectively play a single game of the original Pokemon Red by inputting simple commands such as up, down, and a. The result is inevitably chaos as our hero Red looks to be religiously checking his items, pacing back and forth, throwing away valuable items, and never ever being able to walk in a straight line. Fans have lovingly crafted a lore around the whole endeavor, taking the idea of active participation to arguably another level.

If you’re reading this, you probably don’t need me to tell you about it, because Twitch Plays Pokemon has absolutely exploded in popularity, getting coverage on a number of major sites. Given this, I do have to wonder to what extent the popularity has to do with Pokemon itself? Pokemon is one of the best-selling video game franchises of all times, and inevitably many people have experienced Pokemon in one form or another, even if they haven’t played the original game. This is why you can get anywhere between 40,000 to 100,000 people on the stream simultaneously 24 hours a day, because much like the British Empire the sun never sets on Pokemon fandom.

I’m no exception as I’ve inputted a few commands myself. I’ve watched in horror as the convulsing young Pokemon Trainer threw away two of his most valuable Pokemon, and witnessed the serendipity of Digrat, the Rattata who keeps resetting the progress of the game by digging back to the beginning of caves and secret hideouts. What I’ve also learned is that Pokemon Red is still really fun in and of itself. While the latest games in the series, Pokemon X/Y, are by far the best Pokemon games ever in terms of level of refinement, things to do, and even ease of finally creating that competitive team to beat down your friends/people on the internet, the enjoyment that the first-generation games brought was not simply a matter of nostalgia. Nostalgia is a huge factor for me personally, as the familiar tunes are ingrained deep into my psyche and I realized I could recognize that a Drowzee was sent out just from hearing it cry, but the elaborate yet ultimately forgiving sense of exploration you get in Pokemon Red/Blue just feels right.

This isn’t to say that the collaborative aspect of Twitch Plays Pokemon is subordinate to the game itself, as it’s being part of a greater crowd that is (for the most part) trying to aim towards success but often unintentionally stifling it that gives the whole experience much of its charm. With the Pokemon games, you’ve always had an environment where success feel great, but with Twitch Plays Pokemon failure often feels just as satisfying. Either way, it makes for great stories to share.

Is Shoujo Manga Becoming More Varied?

This is a follow-up to my previous post, A Sexy Star is Born: Thoughts on the History of Romance in Shoujo Manga.

While romance has been the dominant force in shoujo manga for over 40 years, lately I’ve begun to wonder if a quiet revolution is occurring within the shoujo manga industry, or at least within the publisher Kodansha.

For example, recently there has been a comedy manga about young girls who use model guns and play in survival games. “But Stella Women’s Academy C³-Bu isn’t shoujo!” you might say. You’d be right, except that I’m actually talking about the shoujo manga Survival Game Club! by Matsumoto Hidekichi.

What’s remarkable about Survival Game Club! is not only that it’s a manga which eschews romance in favor of firearm gags, but that it runs in Nakayoshi, a magazine whose primary demographic is 5-10 year old girls and whose alumni include Cardcaptor Sakura and Sailor Moon. These aren’t jaded manga experts looking for the next big thing, they’re readers who just want to enjoy their comics (and their free goodies). That said, the expectations for 10 year old readers might be surprisingly different, given that Survival Game Club! starts with one of its characters threatening a train molester.

Survival Game Club!

Other titles currently running in Nakayoshi include No Exit/Deguchi Zero by Seta Haruhi, about a school for aspiring actresses which becomes a survival horror story, and Kugiko-chan by PEACH-PIT (Rozen Maiden, Shugo Chara!), a gag spinoff of a manga about a ghost who is said to drive nails into people’s eyes. Both of these series not only revolve around a horror theme but are fairly unorthodox when it comes to art style.

No Exit

Kugiko-chan

According to Wikipedia (so take it with a grain of salt), the shoujo magazine Bessatsu Friend began to shift away from romance because of manga by artists such as Suenobu Keiko. Notably, her 2009’s manga Limit, a story about a group of girls in a life or death situation where the social statuses afforded to them by their school cliques no longer matter and feelings of betrayal and revenge run high, stands out as being very far from the romance-centered stories associated with shoujo. While Bessatsu Friend targets an older age group compared to Nakayoshi, I wonder if its influence slowly bled down to the younger audience.

The sense that there’s a quiet revolution isn’t just coming from shoujo manga which de-emphasize romance, however, as there’s a sense that titles about love and relationships are approaching them with greater mindfulness and breadth of topics. For instance, 3D Kanojo by Nanami Mao, about a popular girl and her otaku boyfriend, deals with the lack of respect that sexually active girls can get. One story from the girl’s past involves her trying to express her feelings of frustration and loneliness to her then-boyfriend, only to realize that he wasn’t really listening and was trying to just make out with her. Pochamani by Hirama Kaname, about a chubby girl and her handsome boyfriend, looks at body image issues and the ability to be confident in an appearance which does not fit the social standard. In both cases, these manga are about relationships already in motion as opposed to the journey towards one, and so bring to attention the challenges which can confront couples.

Of course, this is all more or less a hunch, and while I read a good deal of shoujo manga I’m not as well-read in it as other bloggers like Magical Emi or Kate from Reverse Thieves. If anyone can provide examples to further prove (or even disprove) the idea that shoujo manga has begun to move somewhat against its long-standing conventions of love and romance, I’d be more than welcome to hear it.

A Sexy Star is Born: Thoughts on the History of Romance in Shoujo

A common complaint against shoujo manga is that it’s too obsessed with romance. When you look at shoujo as a whole, love is not just a major factor in a lot of series, often times it’s the only factor. It all boils down to a simple question: “Why can’t shoujo manga be more ambitious?”

To a fair extent, this criticism is justified, but I finished reading the English-language release of Hagio Moto’s The Heart of Thomas recently and the afterword by Matt Thorn provided an interesting context to the romance-heavy nature of shoujo as we know it. Thorn writes about how, in contrast to the shoujo manga of the time which assumed that girls had no interest in stories in the more adult side of relationships, manga like The Heart of Thomas were revolutionary because they introduced the thrill of romance and sexual desire to shoujo manga. This is not to belittle the shoujo manga before Hagio and her contemporaries as somehow inferior as that’s certainly not the case, but it’s clear there was a trend of chaste stories about daughters reuniting with their mothers and such, which was supplanted by shoujo manga as love story. Romance in shoujo is the 800 lb. gorilla now, but it wasn’t always that way.

It actually reminds me about one of the biggest difficulties in discussing depictions of women with respect to feminism, which is that both the denial and exploitation of women’s sexuality have been used to control women in the past, and good and bad intentions exist within various a complex array of cultural contexts. Romance in shoujo manga is  a way for readers to learn about their own desires, but perhaps at the same time also a way to control their interests.

On a certain level, the reason behind the proliferation of romance-based shoujo is obvious: money. Girls liked romance, it sold a lot, and so it became de rigueur for an entire industry. It’s understandable, as is the criticism against it. While romance is just the thing that many fans (including myself) look to shoujofor, at this point, it could stand to have some more variety.

The funny thing is, I’ve recently begun to suspect shoujo manga is undergoing just such a transformation, but I’ll leave my thoughts on that for a follow-up post.

Shounen Sports and Girl Appeal

I’ve been watching two shounen anime adaptations as of late, Yowamushi Pedal and Kuroko’s Basketball. The former runs in Weekly Shounen Champion, the latter in Weekly Shounen Jump. When you look the contents of each series, it’s almost obvious, as if they embody the general direction each magazine has taken, but not in a way which denies either their contemporary nature or their shounen-ness.

In this age where the definition of shounen manga has been in flux, Shounen Champion is the most primary source of classic, old-fashioned shounen manga where a boy does his best to fight and improve. It fits the basic goal of that magazine quite well, which is to be a boys’ magazine for boys, though Yowamushi Pedal isn’t without its modern flairs, including having a more handsome rival for the main character.

Shounen Jump on the other hand is arguably the mainstream boys’ magazine which has embraced its female audience the most, outside of Jump variations which specifically target that audience. Kuroko’s Basketball, like Prince of Tennis before it, is filled with good-looking guys handsomely showing their best. Even if they’re not fujoshi, there’s a clear appeal to girls in it, though overall the series still has in common with Yowamushi Pedal the thrill of sports and competition.

One thing that both series share is the female manager archetype, who more broadly fits into the “knowledgeable supporter” role as well. The idea is that, while they’re not participants in the main activity of each series, they bring an enthusiasm and a set of knowledge that helps the reader understand the sport better while also acting as a cheerleader for the main character and maybe providing a bit of eye candy, though I don’t think either Miki from Yowamushi Pedal or Riko from Kuroko’s Basketball are quite the characters you’d go to for cheesecake. At the same time, I think there’s a certain substantial difference between Miki and Riko, which is that Miki is clearly a love interest for the main character, whereas Riko if she has any romantic involvement at all is with a side character in the series.

I think the fact that Riko is not a love interest, and arguably that Kuroko’s Basketball has no main female love interest for its main character at all (Momo is ostensibly one but her connection to Aomine seems stronger) speaks a lot to the difference in their magazines.  I don’t think this just has to do with Kuroko’s Basketball having a fujoshi fanbase which prefers pairing the guys together, either. If anything, I get an almost shoujo manga-esque impression of Riko’s relationship with Hyuuga and Teppei due to their interactions, not in the sense of hearts and sparkles in the background, but from its use of Riko as a character in her own right.