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288
32
Finished
Jun 30, 1998 to Aug 30, 2004
6.8/10
Average Review Score
50%
Recommend It
16
Reviews Worldwide
I enjoyed this manga quite a bit. Its essentially the typical shonen manga, with little to differentiate it. What i enjoyed was the bizarre undercurrent of evil it seemed to have at times. From an almost necrophillic doctor whos implied to be addicted to Morphine to a boy quite obviously named for a drug ( Lyseig Diethel named for Lysergic Acid Diethylamide respectively) I also found many moments to be extremely emotional and touching, wihlst the characters were well characterised and varied, each with their own personalities aims and backstories, some of them just tragic (especially that Doctor). The characters come from various countries and ethinicities,which makes a good change from casts inexplicably scattered across the world yet all japanese. Theres English, Chinese, African-American etc. its nice. Best of all, the villain to this piece is a marked change from most villains and a breath of fresh air against the common evil to everything type you get in some manga. So if your bored and want to read another shonen manga, i would suggest this over most others.
Shamans are extraordinary individuals with the ability to communicate with ghosts, spirits, and gods, which are invisible to ordinary people. The Shaman Fightâa prestigious tournament pitting shamans from all over the world against each otherâis held every five hundred years, where the winner is crowned Shaman King. This title allows the current incumbent to call upon the Great Spirit and shape the world as they see fit. Finding himself late for class one night, Manta Oyamada, an ordinary middle school student, decides to take a shortcut through the local cemetery. Noticing him, a lone boy sitting on a gravestone invites Manta to stargaze with "them." Realizing that "them" refers to the boy and his ghostly friends, Manta flees in terror. Later, the boy introduces himself as You Asakura, a Shaman-in-training, and demonstrates his powers by teaming up with the ghost of six-hundred-year-old samurai Amidamaru to save Manta from a group of thugs. You befriends Manta due to his ability to see spirits, and with the help of Amidamaru, they set out to accomplish You's goal of becoming the next Shaman King. [Written by MAL Rewrite] Note: This entry is for the original printing of Shaman King. Please see Shaman King (Kanzenban Edition) for the chapters not included in this edition.
This review is going to be very short and concise, so I suggest anyone wanting to give this a shot should consider reading my review. The rest of my review after the paragraph after this sentence goes a bit more into detail, so whether you choose to read it or not is up to your discretion. Again, I suggest anyone wanting to read this to check out this review. Imagine a car driving up a hill. The only way up this hill is a very steep and treacherous one way slope. Just when that car is about to climb up to the peak, like literally justwhen it happens, it stops. That's right, it completely stops functioning. The engine goes off, the headlights stop beaming, and it does a completely nose dive backwards into the ravine and causes a big ass explosion. That's this manga tbh. Hao is still the same person he was when he first debuted. He's still that dude who wants to annihalate all the humans who don't believe in shamanism, and he gets little character development at all, even after making peace with his Mom, which was the source of the reason why he was doing what he was doing. It'd be one thing if he'd change a bit, but nope. He's still the same. It's like Hiroyuki's message was that nothing will ever change. Which it most likely was, and that's why I can't accept it or how it ended. For a manga that wasn't as long as the Big Three (in manga and perhaps animu as well) but still managed to sell more/outclass/rival the Big Three, the way it ended was just all around bad to me. So yeah, I wouldn't recommend this manga to anyone, but don't take what I'm saying to heart as this is just my opinion.
Warning contains spoiler read at your own risk it started out really great, the characters are interesting and lively, they have their own personal ambitions and dreams. sometimes there is a flashback on character like lyserg but the author tells it in an interesting way and it doesn't conflict with the main story. Yoh's laid back persona is also kinda cool and keep the sometimes fast paced tempo in balance. But it gets uninteresting with the start of the shaman king tounament arc, first theere are island inhabitants who attacked the contestants and proved to be muchstronger than the contestants, it is confusing, they are so powerful so why they don't just choose the shaman king from their own people? Then what's the point of fighting in a tournament, if the cotestants keep killing each other outside the ring, worst what's the point of having them killed if they can be easily revived.. The characters who used to be interesting becomes dull because they are busy telling each other how fearful and strong Hao is. They also give up their dreams
(Check out my profile for a link to my site containing more up-to-date reviews and bonus media!) Written March 17, 2018 2:53 pm EST Edited November 8, 2025 4:17 pm EST (improved grammar and syntax) --- I, like many others, first encountered Shaman King in the western version of the manga magazine Shonen Jump. The series had the prestigious honor of being one of the first titles to premier in the anthology. While not appearing in the very first issue, Shaman King started publication in the magazine's first year alongside established heavyweights such as Dragon Ball Z and Naruto. Quite an honor to be one of the first Japanese-onlyshonen series Viz was willing to take a chance on. It ended up being one of my more well-liked titles, and evidently this sentiment was matched by enough others to ensure all 32 volumes of the original series received syndication. Shaman King had a charisma fitting its warm reception with an unusually lackadaisical post-Gen X main character, and a distinctive, graffiti-influenced art style. It also explored superpowers in the form of hovering "spirit allies" (which would ironically be America's first widespread taste of its origin concept, JoJo's Bizarre Adventure's "Stands"). When I eventually stopped following Shonen Jump monthly, I made a note to myself to one day get back into Shaman King. What I thought would be a pleasant task ended up taking me almost exactly an entire year to get through. This is the result of frustration at its length and missed potential, only salvaged by the goodwill from its aforementioned initial qualities. To say Shaman King is inconsistent is an understatement, yet also the most accurate single-word description. It would be more accurate to say itâs inconsistently inconsistent. The mangaâs overall quality, focus, tone, and style jumps around like a child with ADD. Or (probably) more precise, an author whoâs trying to shove the next cliffhanger out the door in order to receive his next paycheck. I sympathize with the pressure of weekly serializations. I truly do. I bear no ill will towards author Hiroyuki Takei for what I perceive as a failure to deliver a quality story, but it just ceased to be enjoyable for me at a point. Thatâs me being honest, and I sincerely suspect that not all of that declining quality was out of Takeiâs hands. Itâs not necessarily a shame that Shaman King is structurally derivative. That is, despite its unique framework in its subject matter of shamans, itâs still by-and-large a typical battle shonen format. For various reasons, main character Yoh Asakura and allies are constantly being pushed towards the next one-on-one fight. You have the typical tournament arc, power ups, friends becoming allies, ki, the whole shebang. But just when it seems the manga has enough of its own voice to overcome its tropes, it falls apart by committing the same genre âsinsâ so many shonen works do with such reckless abandon that it has to be assumed Takei was merely considering getting readers to the next chapter rather than setting up and delivering cohesive concepts and stories. Evidently, even your average reader can pick up on what seems like cynicism and lack of author interest â Shaman King was cancelled right before its apparent conclusion after a devastating last third of failing to grip the reader despite every desperate attempt to do so. The broad strokes of why Shaman King ended up being a flop are obvious and combine to imply that Takeiâs writing just caused the bulk of his audience to lose faith in the story. The drama of the story falls completely flat over time because of amateurish mistakes and shortcuts in crafting a story. These errors are countless and not unique to Shaman King, but combined and in such frequency are incredibly disappointing. For starters, Shaman King is fairly quick to make death of characters a complete non-triviality. Several characters eventually get the power to resurrect the dead for virtually no cost. The cast even make a joke of this later on, claiming that they can kill anyone they want because they can just be resurrected afterwards. When a major character dies at the end of a chapter and is almost immediately resuscitated, itâs a cheap shot at drama only mitigated by relief at the popular characterâs return, but Takei fully indulges in this lame tactic of page-turning to get readers asking for what happens next with little thought or effort. After dozens of chapters ending in deaths and the story asking for us to feel a reaction about it, the idea that nothing really matters starts to sink in. You donât need to see what happens in that next chapterâyou already know. There will be no consequences. Sure, you might assume in a typical hero story that theyâll always make it out alive, but when even the âwhyâ starts to be insignificant, empathizing with the charactersâ plight becomes extraordinarily difficult. This problem goes deeper than just being lazy, predictable writing. The idea of the series treating death so frivolously makes an absolute joke out of the central Taoist-esque themes of pacifism and respecting all life. The seriesâ tendency to turn enemies into allies so quickly is often sudden and not really believable, but Yoh Asakuraâs sacrifices to maintain his no-death policy eventually end up not mattering and he rightfully gives up not batting an eyelash when any of his friends kill someone right in front of him. The results of the fights could be forgiven if the methodology of getting there were interesting, but Takei finds similar ways to defuse the promise of any interesting battle. There gets to be a point where the bulk of conflicts arenât in the details of their action, but in everything surrounding them. It becomes all set up with no payoff. An early mistake Takei makes is quantifying mana; the power levels of the characters. This is a common trope since Dragon Ball Zâs energy scouters, and Takei quickly writes himself into a corner after quantifying the main villainâs power as hundreds of thousands of times greater than the heroesâ. This immediately means that the main characters will eventually have to get sudden boosts in power, as opposed to gradually growing over time in order for them to stand a believable chance against the opposing threat. Takei, instead of simply showing us the difference of power in characters by their actions or skills prefers to have characters stand around rattling off numbers. Paraphrasing, âyou canât possibly win because X is a greater number than Yâ is a favorite line of Takeiâs. This cold, mathematical view of spirit energy is also in direct conflict with the central theme of spirituality. In Shaman Kingâs universe, it is said countless times that a characterâs mana is the strength of their spirit. This implies that personal character growth is tied to power, a fine concept, but one thatâs not compatible with the number crunching necessary to push the characters forward against stronger opponents. Quantifying a power thatâs supposedly tied to mentality makes no sense and is a nihilistic philosophy tied to a spiritual one. This contradiction always cheapens the other element, with characters going through sudden huge boosts of power that are tied to basic character development. Itâs a lot of repetition over the same themes of strength of will and maturity, and when you start trying to tie both together to each characterâs power with how theyâre portrayed mentally it constantly doesnât match up. A more confident, righteous character is weaker than one with hesitation because the story demands it, and vice-versa. The number system is a lazy way to establish the threat of conflict and its connection to the personal themes of the series with its character development cheapens the outcome of those conflicts as well. While you start off with decent action scenes, the bulk of the series ends up hyping up big battles that rarely ever deliver. The formula usually consists of characters standing, facing each other while rattling off numbers until one has some spiritual epiphany and decides everything in a huge never-before-seen attack that compromises the direction of future action scenes. A particularly bad example of what Iâm talking about is Yohâs team facing the Ice Men team in the tournament arc. The Ice Men have a synergy among their Nordic powers of nature that sound potentially interesting and a capable threat to Yoh. End chapter. The fight begins, and the Ice Menâs assault is effortlessly shot down by one of the most embarrassing cases of âspecial snowflakeâ shonen main character grandstanding Iâve seen in a while. For whatever poorly explained reason, Yohâs team is now capable of summoning absolutely enormous versions of their spirit allies. The following material is his team rattling off how inexperienced the Ice Men are compared to Yoh and friends, and how their goals are worthless compared to their own loft ambitions while showing off their huge dick spirits used for multi-page spreads and impressive looking stills that are used for extremely little narratively. The chapter ends after each character summons their giant spirit, basically stand still, and intimidate the Ice Men into surrendering. Immediately, any promise of an interesting fight is betrayed by establishing who can only be the possible victors, and Takei has lazily set up a way where he can make a battle seem epic without it actually being one. Before, you may have expected dynamic action scenes, characters moving around a lot, exchanging blows, that sort of thing. But it takes a lot of effort to choreograph that, and itâs far easier to just draw a bunch of stills and find reasons for the fight to end quickly and painlessly. This ends up characterizing the vast majority of Shaman Kingâs fights. Characters talk about numbers, summon gigantic page-filling spirits, and then the bigger one wins. Thatâs not a fight, itâs the equivalent of a Looney Tunes skit where each character keeps bringing out a bigger cannon until the comically large one wins. The fact that Takei has now set up our main charactersâ abilities as being enormous will now also kill any interest he has in having to draw those monstrosities multiple times in the event of a longer fight, which is more assurance that such a fight will never happen. It's an efficient way to move through the plot. After all, what if readers lose interest during the middle of a long fight? If that was Takeiâs concern rather than just taking the easy way out, then that issue is solved as well. Finishing fights quickly lets you hype and set up the next cliffhanger you wonât deliver on and (hopefully) keeps readers buying those magazines. Oh no! The chapter ends with our hero up against the entire enemy army! What will happen!? Nothing. The fight can't happen because thereâs no plausible way it could be made a fair fight. This entire scene only happened to draw imposing stills to get people to read the next chapter. Itâs almost like a scam. This never-ending betrayal of expectations and taking the easiest way out of any situation in the plot is the precise reason why Shaman King failed. You canât endlessly set-up cliffhangers without payoff. That trick only works a few times in succession, but Takei rides on it all the way to the end. Once you lose faith in whatâs going to happen, the set-up hardly matters anymore, doesnât it? Shaman King is marred by additional issues that suggest its inconsistency is the result of pure indulgence by the author. Itâs very evident multiple times throughout the manga that Takei is just absolutely sick of writing it and is wishing he could be doing anything else. So, in addition to rushing through the plot while also insuring it never ends, he throws in any concept he wants regardless of consideration of the readerâs own interest. In one part of the manga, it becomes painfully obvious Takei has cars on the brain. Another conflict instantly ends as Takei suddenly decides he wants to draw cars. The battling spirits are revealed to actually be transformable cars, and what follows are multiple, detailed shots of real cars and their engines. Later in the same volume is an unrelated one-shot manga about street racing. An eventual author's note from Takei states that he wrote cars into Shaman King to practice drawing for this one-shot. Instead of entertaining the reader, Takei shoved that thought away and prioritized his art as a vector to practice drawing cars. After all, you already bought that monthâs issue, and surely youâll buy the next one if the final page reveals a new villain is just about to enter the scene (and certain to have no permanent effect on anything). Shaman King quickly devolves into endless running around in circles with conflicts made as uninteresting as possible with virtually no consequences to the status quo. Additional characters are piled on instead of using established ones well, and they randomly disappear and reappear sometimes volumes apart. Shaman King is a ton of large, seemingly impressive cardboard stands, but there's nothing behind this flat, hollow bombast. Even the presentationâthe basic rendering of those big pages and empty promisesâisnât enough to imply substance where the story fails. Takeiâs initially stylized artwork takes a big hit in quality around the same time the rest of the manga does, and the heavily-stylized graffiti style barely exists any longer. Shaman King ended with a whimper after a pathetic cancellation, and although this may seem like the final nail in the coffin, itâs honestly a blessing that we were saved from further disappointment. ...Or we would've been, if not for the release of Complete Collection (Kanzenban).
Shaman King, much like most other shonen manga is a story made to appeal to, of course, children as the primary audience, so I'm going to go out of my way instead of spending time being productive to allocate effort on writing a review on a 20 year old manga not aimed towards me as the primary audience. I like Shaman King despite its flaws, the first half of the story was fantastic and held up as a shonen worth reading. Things start to get rotten plot-wise when resurrections are introduced to what seemed like a pretty straightforward story. In Shaman King, if you suffer a near-deathexperience, you get a higher power level, which is called mana, so you can control your ghost partner and power yourself up with them depending on how you expend your mana. What's worse than a shonen manga with no sense of risk/reward? Terrorism, but this isn't about that, what I'm complaining about is the countless fake-out deaths the main and supporting cast go through to justify getting powered up. The battles, character interactions, artwork, and setting had enough of a charm to lull me into a false sense of security, and I only finished this manga before realizing it was too late, with the epiphany that what I've been reading the last 100 or so chapters were a trainwreck. Characters are killed off at first with buildup and drama, not knowing if they're going to make it through their near-death state, but the author kept providing fake-out after fake-out. As a reader you quickly realize this is going to be the norm, where for example, a character named Horohoro is foreshadowed to have a tragic backstory as he keeps quiet about his true name, and a few chapters later Horohoro along with some other main characters are laying face-down in a hot bath drowned to death, killed offscreen. Since there wasn't any closure you can safely assume he'll be back, and hey, shows up he does. At a certain point the deaths become more common than actual battles, and the characters able to resurrect the dead become less and less rare as more Jesuses pop out along with frequency of death. As you can assume, it becomes hard to track who stays dead and who is resurrected, since there are some characters who have very emotional deaths and have to be hammered into the head of the reader that "THIS CHARACTER IS DEAD AND WILL STAY DEAD FOR THE REST OF THE SERIES", when they can easily be revived, which loses its impact. OK that's my review. Good art, very good characters, I fairly enjoyed the first half, but overall it's not good.
