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Battle Royale's manga adaptation remains a gutting trip to the classroom

Ultra-violence and a good boy protagonist collide in one of the original death games.

Battle Royale's manga adaptation remains a gutting trip to the classroom

It’s hard to think of many works in recent pop culture that have become as divorced from their original context as the 1999 novel Battle Royale. For the hundreds of millions who’ve logged into Fortnite, PUBG, or any number of other video games in this style, the term “Battle Royale” refers to a large-scale free-for-all mode where players can control a hodgepodge of popular characters like Darth Vader, Goku, the Xenomorph, and many more. The vague shape of the book and its many adaptations are there (i.e., fighting on an isolated island, collecting weapons, fleeing from danger zones, and the whole mass murder thing), but it’s all passed through a thoroughly gamified, Ready Player One-esque filter. Ultimately, any lingering symbolism is wiped out by a trash-talking teenager in a banana suit who just denied you a Chicken Dinner.

Considering that these games have sucked up most of the oxygen in the room, it’s all the more impressive that the original Battle Royale book and both its adaptations—the manga series and the film of the same name—still retain their horror, political acuity, and page-turning momentum decades later. As for the manga, which was also written by the author of the novel, Koushun Takami, its first three volumes (out of 15) were just released in English by Yen Press in a 600-page deluxe edition. While this technically isn’t the first time the manga has been translated into English, the previous version by distributor Tokyopop is quite controversial, having made significant changes to the plot and characters in an attempt to “westernize” it; by comparison, this new edition is much closer to the novel. It is nice to finally have a more definitive way to read it because, despite being dragged down by an overly blasé attitude towards sexual violence, the manga remains a cutting read that juxtaposes warm melodrama with bloodshed. Many stories may have drawn inspiration from this one, but there’s a rawness and specificity to this state-sanctioned killing game that remains uncomfortably gripping.

Given the glut of death game fiction in recent years, the setup will probably sound familiar. Every year, a fascist Japanese government (called the Greater Republic Of East Asia) picks several ninth-grade classrooms to participate in The Program. 42 students are trapped on a remote island and pitted against each other in a battle to the death, with only one survivor. They’re equipped with a supply bag that contains a randomized weapon and strapped to a bomb collar that will detonate if they disobey or remain in one of the island’s ever-changing “unsafe zones” for too long. As for the “participants,” there’s Shuya Nanahara, a counter-culture dissident who loves illegal rock music, his best friend, Yoshitoki Kuninobu, and Yoshitoki’s crush, Noriko Nakagawa. Outside this core group, there’s a long list of threats and unknowns, including the sociopath Kazuo Kiriyama, a genius gang leader, the praying-mantis-like Mitsuko Souma, who uses her looks to seduce her classmates, and the grizzled lone-wolf Shogo Kawada, who is initially an enigma. While some remain hopeful that they can solve things peacefully, it doesn’t take much of a push before a few of these teenagers start killing.

While that may sound predictably bleak, Hobbesian, and nihilistic, something that stands out about the manga is the intense sincerity of the protagonist, a good boy shonen hero dropped into a living hell. In his life before the games, he was a kind-natured kid at odds with the cruelty of the society he lived in, covering for others in big and small ways and standing up to bullies. Much of the tragedy stems from viewing this vile game through his empathetic worldview. At the same time, though, the character represents a refreshing underlying optimism: Despite everything he’s seen, his fundamental belief in people remains unbroken (at least so far).

It’s no mistake that Masayuki Taguchi’s art and panelling lean heavily into this contrast between hope and despair. His characters are portrayed in a cartoonish style, with some having exaggerated facial proportions that would fit in a light-hearted American comic strip. But when the bloodshed begins—which does not take very long—this gore is uncomfortably graphic; faces are perforated by bullets, brains are beaten out of skulls, and eyeballs droop from sockets. These brutalities get full-page close-ups, not so subtly hammering home the overwhelming violence and base evils of this game.

Thankfully, instead of landing entirely as pulp (although there is a lot of pulp), much of the cast comes across as surprisingly well-developed instead of just cannon fodder to be killed. Flashbacks fill in important bits of context, so much so that even the underling of an uncaring crime boss gets his due. Characters that are already dead get elegies in bygone slice-of-life scenes. If there’s one big difference between the original novel and the manga, it’s that even by the author’s own admittance, this version of the story spends more time delving into the game’s participants, lending these brutal deaths much more than just gross-out value. It also helps that at least through these first three volumes, there’s a balance between sequences in the past and the tension of skulking through a deadly forest in the present, making for a read that doesn’t lose momentum even with these digressions.

That said, while the bucketloads of blood feel at least partially essential to capturing the nightmare of living under this oppressive regime, there are times when the manga’s explicit material deviates towards outright trashiness. Specifically, within the first few pages, there’s an extremely graphic sexual assault scene that feels pulled out of a bygone era of shock-value-centric comics, a cheap trick that comes across as tactless. Beyond this, the previously mentioned killer student, Mitsuko Souma (who again, is a high schooler), is aggressively sexualized throughout these volumes. While at times, this suggestive paneling is meant to represent the apparent effect she has on men as a “seductress” (this being her entire character thus far merits its own criticism), at others it simply comes across like the artist wanted to draw her in various states of undress, especially in a parental advisory-worthy “bonus chapter” included at the end. In these moments, Battle Royale reflects its age in some very unflattering ways.

Strangely enough, though, these moments sit alongside boundary-pushing political commentary that hasn’t lost its relevance. When the original book came out, it was condemned by a right-wing Japanese government that has been criticized for whitewashing and condoning Imperial Japan’s war crimes—it’s no mistake that the story takes place in a world where the country was on the winning side of World War II, meaning the same military-led government that commited horrific acts in China and Korea is the one running these death games with its own children. It’s a condemnation of the country’s unresolved past and represents the lingering distrust against a government all too willing to throw its own people, especially adolescents, into a wood chipper.

The manga maintains this biting critique, using over-the-top carnage to underscore the absurdity of these circumstances and make clear that these students’ true enemy isn’t each other but the ones forcing them to hold the gun. Despite the risk of being sanitized by countless imitators, Battle Royale and its manga continue to capture the horrors of fascism in each explosion of grisly violence; even Fortnite can’t take that away, which is saying something.

 
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