3/5 stars.
CLAMP is a team of four women who
produce manga. A lot of manga. Their manga are in the shojo style
(girl's comics), but if I understand things correctly they are known
for combining this style of art with the darker subject matter
usually found in shonen (boy's comics). It was a great combo for me
when I was a teenager reading the first Magic Knight Rayearth series.
In that story three girls are summoned from Tokyo to the magical
realm of Cefiro to become the legendary Magic Knights and save the
Pillar – a person whose force of will keeps the world stable. It's
explicitly an RPG plotline – Hikaru, Umi and Fuu get armor, learn
magic and “level up” as the series goes along.
Now that I am in my thirties, reading
about the exploits of leggy Japanese teens tends a little bit toward
the creepy. Thankfully, Magic Knight Rayearth 2 has also grown up.
There are no forced references to experience points and no random
monster encounters. This is somehow both a more personal story and a
more expansive story. The events of the first series left Cefiro
without a Pillar and now a new one must be chosen. The Magic Knights
return to find representatives of three other realms vying to become
the Pillar and remake Cefiro in their own image. There is a lot less
action in this tale, at least from the Magic Knights. They mostly
stand around watching Eagle of Autozam, Tata of Cizeta and Aska of
Fahren duke it out. That's the more expansive part.
For the more personal story CLAMP has
focused much more on the motivations of the “young women from
another world.” Why did they want to return to Cefiro? How did they
return if there is no Pillar to summon them? Why do they fight now?
In particular, Hikaru is the focus as she wrestles with baggage from
the first story line and what she wants for herself and and her
friends this time around. In fantasy tales magic is often equated
with willpower. In Cefiro, magic IS willpower. Thus the motivations
of all the characters and what they are able to do because of what
they desire is the focus of the storytelling. That's an element of
the story to be appreciated at any age.
As the citizens of five (or more?)
worlds clash together over the shape of the future, the comic becomes
quite intense. The end is not really a surprise, but I still won't
say. After the drama is over it all ends on a very cheesy note, but I
guess that is to be expected; it is a shojo comic after all.