A junior high loser enters the vivid world of his dreams where, at last, he is a hero! Ginta Toramizu is a 14-year-old kid in junior high school who doesn't have a lot going for he's near-sighted, doesn't do well in school, he's not good at sports, and to top it off-he's short! But Ginta is a dreamer and has had the same dream 102 it's always in the same fantasy world where he is a hero blessed with all the special abilities he lacks in real life. Then one day a supernatural figure appears at his school and summons him-to the world of his dreams! In this strange universe filled with magic and wonder, he is strong, tough, agile-and he can see without his glasses! Thus, Ginta begins a quest in search for the magical items known as Arms, one of which may have the power to send him home. Joining him on this epic journey are his companion Jack and the valuable living, talking, mustachioed iron-ball weapon known as "Babbo", which everybody wants but, it seems, only Ginta can possess!
Bite the bullet and ignore that cheesy line they call a story! We're her for battles, cool designs and bitches. No wait! Battles, cooldowns, and showdowns. Nope, nope! Battles, character developme- hrgh! Who am I kidding? Battles people. We're here to look at pretty jewelry that casts magic and flies around like mini northern lights. Ignore the rest if you can.
Menuda sorpresa ha dado más de un personaje. Entre los entrenamientos, habilidades y que vemos poco a poco el potencial que tienen, hace que te mantenga pegado a las páginas 😍
I love the Kannochi vs Ginta battle! I wish it was longer! Kannochi is an interesting character and I would’ve loved to see more of him! Though his Body Candle ÄRM is cool!
En este volumen, la aventura de Ginta y sus amigos en MÄR alcanza nuevas alturas, con emocionantes batallas y revelaciones sorprendentes. La trama se vuelve más compleja, con intrigas políticas y conflictos personales que agregan capas adicionales de profundidad a la historia. Destaca la evolución de los personajes y la exploración continua del mundo de MÄR, así como el ingenioso sistema de armas y magia que sigue siendo uno de los puntos destacados de la serie.
Tomes 4 à 6. Suite de l'aventure, où le héros et ses amis affrontent l'Échiquier. Curieusement, ce dernier organise une sorte de tournoi, semble-t-il pour faire durer le plaisir des affrontements (et observer les adversaires). On retombe encore sur la formule arène + arbitre + règles. Avec une originalité : les adversaires de l'Échiquier meurent parfois, soit du fait de leur propre magie qui échoue, soit parce que les adultes de l'équipe du héros connaissent la cruauté des ennemis et n'hésitent pas à les éliminer...
Formule un peu éculée donc, mais toujours agréable à lire.