Whatever minor privileges begat by the intuitional powers-that-be at Kuromi Girls' Academy, one might surely be to bend the dorm rules to one's will whenever necessary. On the face of it, the Dormitory Affairs Committee wields an iron grip over the rights and rules assigned to the girls at this upper-crust high school. But as is often the case, just beneath the surface, a handful of young ladies, eager to exorcise their anxieties, contravene expectations.
YOUNG LADIES DON'T PLAY FIGHTING GAMES v2 is somewhat entertaining but also entirely predictable. Part of the charm of the previous volume, even its narrative crux, was that Aya Mitsuki (transfer student) and her pal Mio Yorue (beloved perfect student) had to indulge in their love of videogames under the radar, less they be expelled. As the girls scuttle about in search of an ideal place to break the rules, they survive repeated close calls. But it would be foolish to presume these two girls are the only two girls in this private academy who love gaming.
As such, readers witness a convergence of conveniences. Aya and Mio's predictable run-in with their rule-keeping peers understandably shifts their two-person, gaming-in-secret escapades into a three-person, then four-person adventure. The manga's introduction of Tamaki Ichinose (stern and facile) and Yuu Inui (optimistic and easygoing), of the Dorm Affairs Committee, expands the story's breadth of personality.
YOUNG LADIES DON'T PLAY FIGHTING GAMES v2 is awkwardly and abruptly funny. Aya's hysterical outbursts, in an effort to drag down her fellow students to avoid her solitary guilt, are always a high point of the comic (Mio: "Aya-san, please calm down! You're being gross again!!"). And the author's constant over-dramatizing of wide-eyed, shoulder-turn moments in otherwise benign scenarios is exquisite.
But with the good tropes also come the bad; the manga regularly treads in shallow waters. For example, the predictable alignment of the rule-keepers becoming the rule-breakers feels less a comical turn of events than a perfunctory acquiescing to the obvious. One would rather see more of Aya and Mio's isolated exploits, and their peers' continuous misinterpretation of those exploits, than to see the girls muddle and complexify their daily responsibilities with the needs of others. Readers barely understand who these characters are, so why accelerate the narrative with the pressure of newer (and different) character dynamics?
Also, the comic's didactic affectation with the mechanics of fighting games escalates considerably in this volume. The previous installment only barely finessed the balance of in-game commentary with actual, plotted story. The current volume goes in a completely different direction. While the manga actively shows Aya strategizing in-between her scheduled bouts (good), the manga also goes into excruciating detail with intercalary memos only a die-hard gamer would bother with (bad). Do readers really need to know the literal frame rate of certain game characters' attack patterns? Doubtful. Do readers need a nonsensical yonkoma to explain a continuity error that occurred way back in Chapter Two? Unlikely.
Ejima's art is softer and shifts more amicably between the looser, more comical blend of a spastic teenager operating against the rules, with the deliberately melodramatic complications that come from that same teenager completely misreading the scene. For example, when Aya goes to the bathing area to explore her thoughts in solitude, it's no surprise she ends her bath by leaping out of the water, angry, nude, and with devilish eyes, intoning, "I'm ready." YOUNG LADIES DON'T PLAY FIGHTING GAMES v2 is a fun, but undemanding, undeniably and increasingly niche manga.