Creator: CLAMP
Publisher: TokyoPop
Age Rating: Teen
Genres: Action, Fantasy
RRP: $9.99
Magic Knight Rayearth v1
Reviewed by Lisa Anderson

Most anyone that has heard the name Clamp has formed an opinion on them. From artwork to general plot, most either flat out love or hate their work. Ever an oddity, I first read Magic Knight Rayearth long before I had any idea who or what Clamp was. A few years later, after having learned far more about the group, I find myself still looking back at Magic Knight Rayearth with the same opinion I had then. In the genre of magical girls and fantasy world heroines, Magic Knight Rayearth holds it own, standing apart in many ways.

The story starts with Hikaru, Umi, and Fuu, three students that have never met before. Each is on a class trip to Tokyo Tower, where they take in a bit of sightseeing. Soon they are hit with a sudden call for help, asking them to save Cephiro. One magical transportation later, and the girls find themselves falling through the sky of a world very different from Earth.

After a safe landing, the three begin a round of introductions. Shortly after they are interrupted by Clef, a powerful magician who starts to explain where they are and why they were summoned. They soon find out that they are the legendary Magic Knights, whose job it is to save Cephiro. In order to do that they must first save Princess Emeraude, the Pillar of Cephiro who is currently being held captive by the evil Zagato.

Like any good heroines, they have their work cut out for them. First they need some magic, along with weapons and armor. They’ll also need to find Mashin, powerful spirits meant to aid the knights. In the meantime they can expect Zagato to send a few minions after them, which will only make things more difficult.

After some explanations, Clef decides to help the knights out, offering to teach them a bit of magic. Just after teaching Hikaru her first spell, a servant of Zagato - who just happens to be an ex-apprentice of Clef - arrives. Battle ensues, and the knights are separated from Clef, who tells them to seek out Presia for help.

Eventually the trio find Presia, and after a slight misunderstanding enlist her help. Presia, a master at creating weapons, gives the knights their first set of armor and weapons. She also entrusts them with Mokona, a marshmallow-like rabbit that will serve as their guide. With Mokona’s help, the three must find Escudo, a mineral that will let Presia give them a much needed equipment upgrade.

Magic Knight Rayearth definitely follows many of the standard ideas for magical girls transported to another world. The manga reads almost like a video game, which says a lot for its presentation. While following much of the standard game format, the story still takes time to poke fun at one or two clichés.

During the usual opening introduction, there’s a clear moment of questioning why a character would give such information, especially blood type. Fuu smoothly gives a practical reason, explaining the possibility of needing medical attention. Another example comes in the background of the girls. Usually chosen heroes have little to no fighting knowledge, and magically seem to improve overnight. In Magic Knight Rayearth, each girl has a background in one specific fighting technique, which helps give credit to their new job.

That balance of humor and seriousness gives Magic Knight Rayearth an appealing edge. It’s a story almost anyone can get into, yet veteran gamers will find many little things to spark fresh interest. For such a well known genre, Clamp manages to add some fresh perspective, both in the characters and in the world. They aren’t afraid to laugh at themselves a bit, but with enough serious drive to inspire plot interest.

I’d recommend Magic Knight Rayearth for almost any age. While the genre itself is a bit cliché, it still had enough fresh elements to keep most readers from getting bored. If you’ve ever fallen in love with a RPG, Magic Knight Rayearth is definitely worth a read.

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29 October 2008
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