A nice take on the Battle Network series that I enjoy a lot. It is targeted for younger audiences, so do not expect too much in terms of violence or character dialogue, but the technological information is quite interesting, and the spin on the overall Mega Man franchise is superb.
Mega Man has been the hero in a myriad of video games, cartoons, and comics since the heroic robot’s debut in 1987. In NT warrior, the Blue Bomber takes on a new form and once again fights for what is right in a new age for a new audience. This manga is based around the Battle Network series of video games and does not require fans to know anything of the long running video games that preceded it as it crafts its own unique universe. NT Warrior is a fine choice for younger manga readers, fans of Mega Man, or just those looking for a fun action manga with stakes that can ramp up high, but tend to resolve in a tidy way with most enemies becoming friendly rivals and damage, while being intense but always tends to recover. The series overall has a vibrant and simple art style that is similar to the original game series art, but retains its own unique flair going light on backgrounds and in depth on expression and character based action scenes. NT Warrior takes clear inspirations by shonen works like Dragon Ball, crafting fights with great collateral damage and huge energy blasts, which, while perhaps not for everyone, does allow NT Warrior to be its own unique take on the series and thus be worth the time of even those who have played the games or watched the shows to give a visit. One final item of mention that was enjoyable is how turned up characters are from their video game counterparts. The villain Bass wields the power of mass destruction at his fingertips which is shown frequently. Lan as the main hero and partner of the internet being Mega Man takes in this series is beyond being a rambunctious young boy, often daring to do wild stunts and bursting with confidence and spirit. Even Lan’s best friend, the girl next door, Maylu, who tends to fret about Lan’s poor behaviors does so much more so that the two get into physical fights over it. It’s a charming series that leans hard into its fights, adventure, sense of humor, as well as its themes of determination, friendship, and growth to make a breezy popcorn read that will entertain audiences of all ages.
The first volume opens with an introduction of Lan Hikari and his Netnavi Mega Man who acts as personal AI assistant, navigator of the cyber world, and brotherly friend who tries to keep his operator on the straight and narrow. The duo’s prowess in Netbattling is far above their peers and Lan’s mischief is turned up to 11 within this first volume displaying itself in delinquent-like acts so much so I began to refer to this version of the character as Feral Lan. However, not all is fun, games, and boyhood pranks, and the plucky 5th grader and his digital world partner soon find themselves thrusting themselves into danger to save those around them from the nefarious plans of the cyber criminal organization World Three (WWW) and their plots to sow fear and destruction.
If there's something some children's narrative and shonen action manga struggle to do from time to time is having a believable power scale. If you're going to make your character stronger in order to defeat "the big bad foe" you better show how they are able to do that without relying in divine intervention (so long as that isn't part of the premise of course). Otherwise you could end up with cases like this one where it's quite hard to see just how much of a new power up is hidden potential and how much is plot armor.
That's may main concern for those looking into this and thinking of giving it a shot. Be aware of cohesion. Maybe if I wasn't that much of a fan of the franchise I wouldn't have rated it this high.
MegaMan NT Warrior is rated for All Ages. Based on Volume 1, this graphic novel is more suitable for children. While there are computerized battles between MegaMan ando other AI programs, the human characters are not developed, leading to a sense of repetitiveness in all the chapters. There is a bit of a story line development in Chapter 5, regarding the synchronization between the real world and the cyber world, but the overall feeling is that future volumes will follow the same pattern. By casting the main character as a fifth grader, the opportunity to have Lan encountering real life issues that affect his outlook on what he is doing and the risks invloved will not be present.
An alternate worldline of the Rockman (Mega Man) universe. While the storyline is not much more complicated than the typical Wily-versus-Light of its predecessor, ロックマンエグゼ (Rockman.EXE, "MegaMan NT Warrior" in the U.S.) has a prescient Internet-of-Things future, where Rockman interacts with the real world via the network layer that overlays most transportation and building appliances. After Lan Hikari (Light) is recruited against the World Three organization (a Wiley-esque antagonist), his trials can be expected to escalate in future volumes.
If you like Megaman and just cyber-techy stories in general, you will probably get a kick out of it. Getting through the first half is kind of a slog, since it's mostly just, "unexpected bad guys show up, fight, win," with no real goal or reason, but once the main villain is introduced it gets a lot better. Just don't go in expecting too much and you will have a very enjoyable adventure, along with well-crafted manga panels.
Yet another graphic novel has wasted my time. I can't offer much to say about the plot, because I really see no plot. I see two characters forming a friendship and at the same time receive threats from various NetCrime organizations. Nothing of value happens and although gaming is involved, the reader is distracted by the fact that there really isn't a plotline to follow. I found the story uncreative and certainly without imagination. This is sad since our students have found reading this kind of text to be entertaining. I find it shallow and don't want to promote it. If I am asked in the library to show where the graphic novels are housed, that's just what I will do. I have not read one yet that I would consider worthy of my time. I don't even see how it can bridge a younger reader or not so good reader to chapter books. Believe it or not, teens love to hear good stories with depth. This book breaksdown in terms of storyline. Pull a historical fiction piece off he shelf and I could sell it better than this warrior book.
Lan is a fifth grader who loves battling with his NetNavi Megaman. Together, they fight against all sorts of foes and discover that their connection might be stronger than they thought. The plot is action-packed. Though it's a lot of fun to read, it's definitely a kids' manga - the plot relies on cliches and tropes, and remains relatively simple and straightforward. This might be a good choice for a reluctant or struggling reader who looks for action; there are plenty of battle scenes and it could be fun for a parent/child duo to read together.
Whenever I want to reminisce over my childhood, this is exactly the manga I look for!
World Three, a shadowy organization, threatens the fate of the Cyber Network, which keeps all of civilization connected - and if Lan and his Personal Terminal are unable to stop them, society will fall into their dastardly hands! Takamisaki begins a fun and exciting adventure this is sure to keep fans of action and the cyber genre on the edge of their seats. What can one PT possibly accomplish?!
I deleted my old review, it was too harsh and disjointed. MMBN remains as one of my favorite game series despite its flaws, so I'd like to eventually review this series again.