My first experiences with anime were probably Dragon Ball Z and Sailor Moon on Toonami in the middle '90s, and more significantly Pokemon and Digimon in 1999, but it wasn't until 2004 that I truly understood the difference/distinction between Western animation and Japanese anime. In addition to a renewed and reinforced interest in Dragon Ball Z, I also developed love for Shaman King, Yu Yu Hakusho, and Rurouni Kenshin, the former of these three found of Fox Kids while the latter two shared Toonami with DBZ. DBZ was a clear favorite, but YYH and RuroKen shared a second place, with YYH sticking out for its earlier story arcs' betrayal of generic shonen battle anime tropes, and RuroKen sticking out for its comparative realism.
Getting back into Rurouni Kenshin after so many years, it is hard to see how I ever saw it as being too distinct from other shonen battle series, but at the very least it does retain a unique identity setting it apart from its contemporaries. For the most part, protagonist Himura Kenshin can hardly be designated as much "badass" as Yu Yu Hakusho's Yusuke Urameshi or Son Goku in the English dub of DBZ (Goku is a lot more playful in the "real" incarnation of DBZ), being instead mostly a milquetoast, at least in the manner he chooses to enact. Before the events of this series, Himura Kenshin was the "Hitokiri Battosai," a "man-slayer" renowned for his use of the "battojutsu" method of quick-draw sword slashes. After a lengthy period of war-time, moving into the more peaceful Meiji Restoration, Kenshin has turned his back on his murderous past, choosing a life free of violence out of respect for the souls lost in so many battles, friend and foe alike. The initial chapters of the manga thus follow a formula, beginning with the benign Kenshin dicking around with his friends for a little while, until a villain pops up to threaten somebody weaker than him, prompting Kenshin to return to the "badass" nature of his former life, felling his foe with a single strike from his non-lethal reverse-blade sword. By Volume 2, author Watsuki starts taking on more risks by actually establishing longer narrative arcs, and this omnibus collection ends on a cliff-hanger before a big fight with ninja martial artist Han'nya, a villain established much earlier in Volume 3, in a story arc which began near the end of Volume 2, and which promises to last at least well into Volume 4.
I've actually read much of the content in this omnibus years ago, around 2006 or 2008, having borrowed the manga from my local library. Somewhat unfortunately, I can't remember too much of the overall plot of Rurouni Kenshin, other than the prolonged presence of bandaged baddie Makoto Shishio in later volumes, though this is perhaps a blessing, as it means most of the manga will appear "fresh" to me as I re-read it. The most significant revelation from this re-read is how utterly "shonen" the series is, when formerly I loved it for how "mature" it was compared to DBZ and Yu-Gi-Oh! and other things. Not only is the series a hell of a lot funnier than I remembered, with plenty of wacky facial expressions and slapstick goings-on, but it also hosts a fair share of ludicrous character designs for enemies, many of whom appear as giants in their proportions, as if Watsuki had been heavily influenced by Tetsuo Hara, whose poor eye for perspective led to the canon-ization of giants in Hokuto no Ken's lore. There's a lot of silly shit in this manga, even without Kenshin having any brightly-colored laser beam attacks. But I guess the ability to sense foes' "chi" is crucial to Kenshin's fighting style, certainly downplaying any realism.
Kaoru's much cuter than I remember, but that's probably because I'm now far more accustomed to "moe" manga/anime than I am to Weekly Shonen Jump action manga.
****
EDIT (05/16/2024):
I bought this volume about six years ago. Pre-owned, so the quality is kind of rough, as it seems literally everyone other than myself just treats books like garbage. I purchased the second VIZBIG omnibus not too long afterward, but I think I didn't get around to reading it, for whatever reason.
Anyway, I come back to RuroKen now for a maybe-weird reason: I was inspired by the PS5 Team Ninja game, Rise of the Rōnin. Set throughout the Bakumatsu period, the game follows many important events for the backstory of this manga, and many of the characters (real-life historic figures, exaggerated for the purposes of an action game) serve as inspiration for characters here (with different names). Team Ninja are perhaps better known for Ninja Gaiden and NiOh, which are more "fantastic" in their settings; Sony, in a publisher role, opted to falsely market RotR like some "cinematic" bullshit like their first-party games, doing an injustice to the not-fantasy-but-still-kinda-superhuman feats possible in the game. Iai sword-waves, for example. But a major element, most relevant to a RuroKen connection, is the central gimmick of frightening your opponents by continuously parrying their attacks, ultimately stunning them to set up critical attacks; the idea is quite similar to Jin-E's Shin no Ippo in this manga.
I think, really, the game wanted me to dive deeper into this historic period - I'm more familiar with the much earlier Sengoku era - and RuroKen, though not entirely historically accurate, was probably the most accessible artwork for my purposes. Not least because I already owned six tankōbon worth of manga through these couple VIZBIG releases!
This "holds up" better than the last time I read it, when I think (though I didn't write this above) I was mildly disappointed a lot of the action moved by too fast. On one hand, I feel I enjoy the characters a bit more. On the other, I think I just developed more of an interest in traditional kenjutsu.