Baseball as a Metaphor for Certain Industrial Necessities: A Speculative Comment

An earlier version of this essay was posted on May 26, 2011, at The Panelists, a now-defunct group website, at the invitation of Derik Badman. It was conceived as part of a multi-site commentary project, the “Manga Moveable Feast,” devoted at that time to the baseball series Cross Game, created by Mitsuru Adachi.

A million thanks to Andrew White for his invaluable technical assistance.

***

Say there was a manga studio.

CrossStudio

Writer-on-manga Ryan Holmberg recently identified Shinji Nagashima — albeit by the artist’s own assertion — as the first mangaka to utilize the Production (“Pro”) moniker to denote the operation of a studio: Musashino Manga Production, founded in the late ’50s. Nagashima had previously served as an assistant to postwar comics godhead Osamu Tezuka, and would subsequently work for Golgo 13 creator Takao Saito at his Saito Production, the early years of which Holmberg depicts as a transition from the on-page interaction of several artists retaining some individuality of line to the smoothed-out servitude of multitudinous studio hands pursuing a uniform visual goal. Comparisons to modern corporate function were present and pertinent, though Saito was also wont to invoke the filmmaking process, with himself as director – indeed, Holmberg cites Tezuka’s own fascination with American film as influential on a tendency to initially just pretend that he operated a studio, even while drawing many of his early works essentially by himself.

Of course, anyone who’s seen the excellent 1985 television documentary included with Helen McCarthy’s The Art of Osamu Tezuka: God of Manga knows that Tezuka did eventually command a studio of very tired manga assistants, despite retaining a great aptitude for drawing pages, even while in transit, say, from his small hotel workroom to an airport. He would be dead in four years, at the age of 60.

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Also a sexagenarian at the moment is Mitsuru Adachi, creator of Cross Game — serialized in Big Three manga publisher Shogakukan’s Weekly Shonen Sunday, 2005-10 — and namesake of the above-cited Adachi Pro. Diligent reader that you are, I needn’t tell you that Cross Game is both a baseball-themed sports manga and a humorous character drama set among young people. The ‘baseball’ parts make for better images.

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Likewise, though, you’re aware that the speed-lined sports action pictured above is not the essence of Adachi’s comics, though he is nonetheless adept at the stuff; I like how the tense, intent figure to the right dominates the page so as to actually upset the act of reading, his limbs barging into adjoining panels so that they function less as sequence than collage, balls and rays and all manner of expressive fury exploding from his form while the rest of the space depicts time-displaced moments of accordant havoc.

That’s all pretty great, but this is a bit more Adachi’s style:

CrossSpy

A young girl has drowned unexpectedly. The top tier depicts her immediate family, supporting characters all, their personae summarized deftly through expression and body language. Below, series protagonist Ko, at this point only in fifth grade, searches through a forest of proper adult attire to understand what’s going on: that his dear close friend is gone for good.

One chapter later:

CrossCry

For much of the series up until this point (note the pg. 183), Ko has been depicted as a traditionally callow shonen, undisciplined but unarguably full of guts and determination and raw sporting talent. Now, faced with a serious tragedy, Adachi suddenly and effectively shows how he is also a child, only very slowly comprehending the permanence of death. With expert subtlety, Adachi reprises a visual motif from the previous chapter’s memorial service, again catching Ko peering through adult bodies, mistaking a nearby girl for his friend. It is made plain that she is not coming back, and by this I mean it’s made plain to us; it takes a few more pages for Ko himself to understand what he must do, but narratively, subconsciously, Adachi reveals the hard cosmic facts, through pure cartooning.

That’s nice, huh? I liked that. Here’s another protagonist, the dead girl’s sister:

CrossPants

Ha ha, yes, it’s shonen manga: time to focus on the eighth grade panties. And, I know, I know – this is one page, out of context. Adachi has, in fact, set up an entire ongoing theme of curious sexuality for his now-teenaged cast, introducing Older Ko’s less childlike disposition by having him gaze wide-eyed upon schoolgirl thighs from a few escalator steps down. Later there’s a scene where tomboyish Aoba whips a dirty shirt off right in front of him, and, weeell, that’s kind of the issue here, because that would be an entirely separate laundry scene, just one chapter away from the one pictured above, presented with no especial character insight behind it. Then *another* chapter’s title page shows the girl posing in cutoffs and a sports bra, joined two chapters later by a critical panty flash. Again, it’s all basically apropos for the overheated atmosphere of boy-girl interactions at a certain age, but after a while it gets to feel like restatement to the point of inadvertently revealing something else.

My guess? Industry. Adachi is an entertainer, having worked skillfully for a variety of ‘mainstream’ manga publications — generally from Shogakukan — since 1970. He’s worked in shonen, shojo and seinen forums, with Cross Game specifically positioned in a magazine meant to appeal (though not exclusively cater) to male readers around Ko’s age. In this context, underdressed images of a likewise-aged female peer make some economic sense; notorious lolicon progenitor Hideo Azuma, in his autobiographical Disappearance Diary, depicts himself ordered by a Shogakukan editor to insert fan service nudity into his own Weekly Shonen Sunday work circa 1969, roughly around the time Adachi was honing his skills as a studio assistant.

But we don’t need history to sense the finger of industry upon the aesthetic pulse. After all, this is a speculative comment.

CrossRun

I like this page a lot. The curling stairs bordered by small hits of first-person sensation — crosshatching as the insides of your eyelids — ably convey the disorienting sensation of running unto exhaustion. It reminds me a bit of an establishing image of looming, intimidating competition architecture from Adachi’s Rough, a 1987-89 swimming saga:

CrossRough

That is a damn scary stadium. And yet, I don’t think I’m alone in looking at pages like these and thinking “well, they’re good, but are they the creator’s pages?” Which is to say, aren’t essentially photographic backgrounds like these generally the province of a studio assistant? Is that even an important distinction to make?

A few years ago, Derik Badman observed that Adachi’s series tend to share common traits, including similar-looking characters. I’d go a bit further and term Adachi’s entire style as remarkably consistent over the past three decades. Here’s a page from Nine, serialized 1978-80, the baseball manga by which the artist made his solo longform debut:

CrossNine

All of the Japanese-language images I’m posting come from a 2010 Shogakukan sampler released in honor of Adachi’s 40th anniversary as a professional mangaka. Admittedly, I think some effort was made to have the art appear more consistent, in that his first eight professional years are omitted entirely and the sample from Nine lacks the ’70s brushiness of some other pages from the series. Still, you can see how the character designs are only slightly thinner and sprightlier.

Now let’s try another baseball series, Adachi’s 1981-86 megahit Touch:

CrossTouch

And hell, we might as well throw in the mighty H2, 1992-99:

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Again, there is some variation in the character drawings, which are typically the sole province of the series’ creator, even on deadline-tight, assistant-stuffed weekly series like these three, all of them Shonen Sunday. But the crucial difference to me — and I readily admit this isn’t entirely discernible from the small samples I’ve provided, in that the true Adachi experience, to my mind, demands heroic consumption — is how both of the latter pages draw considerably on either blankets of empty space sitting behind the character art or (in H2) photographic-style images lacking any character art whatsoever. This approach is absolutely essential to Adachi’s art.

Getting back to Cross Game, let’s take a series of pages, in sequence.

CrossHit1

Typically paced windup action, concluding with a startling snap from the distorted speedball in panel #4 to eerie stillness in panel #5, like a bullet paused ripping through an apple. It doesn’t appear to be a photo-drawn image, but it stands in stark contrast to the cartoon stylization just above. It is the point of impact drafted into service as a wholesale shift in tone.

CrossHit2

We hear nothing, but the character up top can see it happen. Considerable speed is conveyed by the panel directly below, showing the ball very far away, while the character from panel #1 has hardly moved. Indeed, his arm has yet to relax from the pitch. There is meaning to everything. At the far left, characters look around, actively, bringing us back to mobile action.

CrossHit3

Then, halfway through the third page, the image of the sky repeats to again suggest tremendous speed, this time in a joking manner, as Ko and his not-long-for-this-world sweetheart escape the celebration.

Truth be told, though, I see that big sky as representative of a second kind of speed.

CrossHitClose

They never do scan well, those minute patterns of screentone. Probably digital. The last time I wrote about Adachi, Andrew White, cartoonist and Adachi expert, suggested that the artist’s ‘extraneous’ panels — the sky, nature, laundry, etc. — are “at least in part motivated by practical concerns,” which is to say that space on every page can thus be easily delegated to studio assistants, who would need only training at mechanical tasks to complete their work. This certainly fits in with my understanding of the mechanics of weekly manga production; logically, a man over the age of 50 simply does not produce 17 thick volumes of comics in under five years without considerable backup.

Let’s return to Adachi Pro. I won’t make you scroll up.

CrossStudio

What are we really looking at?

Panel #1 is all letters; I don’t have an untranslated edition handy, but I presume the original was nothing but Japanese characters. Panel #2 is urban scenery, very likely copied from photo reference. Panel #3 is the same, perhaps taken from a shot of the handsome Adachi Pro studio door. Panel #4 is the only area of the page to depict a character, helpfully shown from behind, so as to require nothing but a basic outline of a human form. Panel #5 is a classic: ultra-tight cross-hatching, or maybe a digital pattern or tone, upon which sound effects are plastered. The rest of the page is narrative captions and dialogue bubbles.

In other words, this page — depicting the mad rush of weekly manga serialization — is set up in a way that it could potentially be composed entirely by studio hands, insofar as every piece of it represents some mechanical task that can potentially be delegated so as to allow the artist’s attentions to focus elsewhere. I’m not privy to Adachi’s intent, of course, but it seems in keeping with his sense of humor to keep his own hands largely off the page while complaining about how little time he has to finish his pages. ‘Readers have no idea’ indeed!

This leads the thoughtful (or obsessive-compulsive) critic into a bog of attribution. Why, then, should a page ever be deemed the work of ‘Mitsuru Adachi’ and not ‘miscellaneous Adachi Pro employees,’ when it is realistically more the labor of the latter than the former? I understand, of course, Takao Saito’s analogy of the industrial comics artist-as-movie director, but I think something more fundamental is at work in my American mindset.

CrossAxe

Here is a page from Green Horror, a 1954 horror comic about an axe-throwing cactus that’s in love with its owner. Needless to say, it’s been beloved by generations, panel #3 is probably the apex of the comics medium (“It hates me! AIIIEEEE!”) and the cactus would definitely make for a great baseball pitcher. The story has most recently been presented in lovingly restored form in the Fantagraphics collection Four Color Fear: Forgotten Horror Comics of the 1950s. The editor, Greg Sadowski, has made sure to properly credit the tale to the “Iger studio,” a comics packager of the day, although he and Editorial Consultant John Benson do at least attribute the plot direction (and potentially the script entire) to Ruth Roche, the studio’s script editor.

It’s important to do this, to clarify the roles involved, because the history of North American comics is one of exploitation, of publishers refusing artists benefits, among them sometimes the credit for their labor, and holding perpetual ownership over their creations – indeed, per the work for hire concept, annihilating them as the legal author. As a result, the abuses of the past weigh heavily on the minds of practitioners and critics. The notion of “creator’s rights,” then, became inseparable from the idea for credit. Pencillers are credited, inkers and credited, colorists are credited – arguments rage over credits in billion-dollar superhero movies. Only the most inexperienced of studio hands go without credit, as do friends helping an artist out on a deadline. Moreover, artist substitutions in long-running work-for-hire American comic books do not involve anybody hewing to a foundational visual approach; it is a wholesale substitution of one style for another, because every hand on the page deserves its own spotlight. Pity the historical standing of the damned editor who had Jack Kirby’s Superman heads replaced!

Adachi is more enduringly popular than the biggest of the pop comics artists from North America, though there’s probably been many dozens of hands on his pages. But also, his development for what’s now approaching half a century has been free of the particular abuses that mark the development of American comic books. An editor can’t hire somebody to replace all of his character heads, because he is fundamentally in control. An editor can only reject him and his project. We might suggest a comparison to a popular singer, surrounded with producers, session musicians, stylists, backup singers and other entities orbiting him.

Or, you know – movie directors, corporate heads. Baseball players.

CrossControl

I will now expand on a suggestion made by Sean Michael Robinson at this very website: that baseball analogizes to making comics.

It’s hard to escape the idea that when Adachi is writing about baseball, he’s also writing about making comics – about the thrill of watching one’s self improve, of pushing, of hitting a barrier only to break through to the challenge previously unseen. Aiming for the top. The sweet satisfaction of an aptitude well-developed, of a lifetime of skill coming to bear on a single moment.

A team, though, eight around a star, a draw: the protagonist. Skill and drive and guts and control and rock-ribbed American-style individualism can take you far, but in some games you need a potentially motley assortment of teammates to cover the field. If Adachi’s comic is stocked with self-reference, then it’s fitting that baseball itself matches up with the process by which the comic is made.

CrossSmash1

CrossSmash2

More importantly, though, this deployment of assistance on a breakneck weekly comics schedule has formed the very heart of Adachi’s work on Cross Game, and maybe his art entire. Chapters are typically more like vignettes, tracking a certain incident or revealing some character trait seemingly without concern for suspenseful plotting. It’s a very straightforward story, yes, sentimental and at times distractingly silly, and never especially far away from the genre tropes that inevitably guide the eye of the die-hard populist, if only to know from where to veer away at the right moment. That doesn’t really matter, not to my reading, because Adachi’s art moves so well, pulling the reader gracefully through waves of dialogue and ‘silence,’ interaction and environment, drawings and photographs, intimacy and enormity.

David Welsh is right: the mono no aware all but wafts up from any given spread in a fine mist. The interplay of self-evidently handmade character drawings are so often juxtaposed against realist, photographic, miscellaneous certainty, that it becomes by accident a procedural self-reference: a showcase for the delicacy of humanness before greater and older things. From this, the early chapters of Cross Game, when the characters are little, becomes a striking thing indeed on a second reading, because Adachi so blatantly foreshadows the death of his tiny heroine from the constant interjection of looming skies and big bodies of water – time becoming threatening, the world something that swallows you up exquisitely, horrible and lovely. Summer hits like a mushroom cloud.

CrossBoom

In this way, Adachi has fused pragmatism and aesthetics into something unique, a comics art that seems to belong in the hazardous environment of weekly serialization. Is this the key to his longevity? Eh, that’s probably got something to do with characters, plot, romance, sports – you know.

But to me it’s the unity that attracts. Not the Adachi talking on the page, but communicating through it. Yes! In spite of all the transparencies I’ve so dubiously divined, I do hear Adachi himself in Cross Game, a singular presence speaking from the work of many like an MVP hoisting himself up to the podium. He says Osamu Tezuka is dead, and one day I’ll be the same. If my baseball players look alike, it’s only from being young to grow old. This art will outlive us all, and this architecture is bigger than me, but I know its ins and outs. He’s a pro, Adachi. He’s not doing this for his health.

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Cross Game– Seven Variations

(this post is a part of this month’s Manga Movable Feast, hosted this round by Derik Badman and the Panelists.)

Cross Game Review Part the First—The Self-Serving Enthusiast

If you haven’t yet purchased and devoured the first three/seven volumes of Cross Game yet, and you have no fear of either sentiment or baseball, then I would that you do so now. Go ahead—I can wait.

Done?

Good.

I’ve tried to avoid writing review-like pieces in my brief spin as a writer, and that’s generally because when I really like something my impulses tend towards a kind of uncritical boosterism, and when I don’t like something, which is, well, most of my life, I seem incapable of having a more moderate reaction to the material that might lead me to being able to even-handedly write about it in a method that would even approximate objectivity. So I haven’t even finished the first full paragraph and already I’ve violated my personal standards for the sake of this series.

So why exactly do I want you personally to buy copies of Cross Game for yourself and all of your friends and relatives? Like most of my motivations, it’s selfish. Adachi is one of my favorite cartoonists, and while I’m pretty damn enthusiastic about Cross Game and his return to baseball, I’m even more thrilled with Touch, his early eighties classic that Cross Game echoes in so many ways. And my ability to one day read Touch in print, in English, depends on you and your deep comics spending. Let’s make this happen, shall we?

Part the Second- Seeing Stars

Punchy plot summary! Adachi Sensei, Oh great flaming star of manga! Four decades of comics! Still alive! Still writing about teenagers! Four stars!!!!

Part the Third, in Which the Reviewer, Failing to Avoid the Worst Aspects of His Own Editorial Impulses, Pens an Overwrought Description of the Book As a Physical Object

For a week this March I slept on a succession of couches, spending the days wandering Seattle with a green duffel filled with a few posessions; my inking supplies, paper, various clothing and toiletries, my spiral notebook, and several books, including the second volume of Cross Game. The fourth day was particularly hard on me—it seemed like there was no where I could just sit and rest for a while without causing a problem for someone else. I kept on thinking about that green-backed volume two, so sleek, compact and inviting, and how it had looked on the night stand next to its partner, back to front, spooning in a little pile, the orange overbalancing the green by its larger size. They seemed so right together at the time, but now they were separated by miles of distance, and by unrelenting necessity.

The cover design is streamline, almost minimalist—painted figures on solid fill, a curly-cue logo and modest indica. It feels slick and modern in one’s fingers, defiantly in opposition to the slightly aged style of the artwork itself. The off-white pages smell of fresh paper and promise that they will stay there, bound together, pressing and yet somehow at rest, until they are one day opened again, held apart by scissored fingers, suspended in the moment of un-touching.

Part the Fourth, In Which the Reviewer Puts Forth a Clever Analogy That, Whilst Possibly Interesting, Won’t Actually Hold Up to Any Scrutiny

Baseball=Making Comics.

No, really. The whole baseball package–the skills building, the isolated mental game of pitcher versus batter, pitcher versus himself, the vast audience waiting to be surprised, entertained, let down, the fate of the game constantly in balance… It’s hard to escape the idea that when Adachi is talking about baseball, he’s also talking about making comics, about the thrill of watching one’s self improve, of pushing, of hitting a barrier only to break through to the challenge previously unseen. Aiming for the top. The sweet satisfaction of an aptitude well-developed, of a lifetime of skill coming to bear on a single moment.

Part the Fifth—Vaguely Related Autobiography

When I was seven I was a member of a coach-pitch little league team called the Pirates. Before each game our coach would give us a mini-pep talk/lecture about how important the day’s game would be, and how we needed to focus and do our best, before sending us off with a team chant: “PIRATES! PIRATES! PIRATES!” I occupied center field, a position which, in most of our games, was more nominal than functional, as seven year olds aren’t generally known for their devastating long drives.

On one particular day, the other team had a flurry of the aforementioned very rare outfield hits, including several that were completely over my head. I did my best to field them, but as the game wore on my failures as an individual had me feeling more and more dejected.

When the game finally, mercifully, came to its punishing conclusion, the coach gathered us all up in the customary circle in front of our Pirates dugout. His face was red and his mustache quivered like a caterpillar beneath his nose. “That was pathetic. You all were pathetic. No, you were pitiful. That wasn’t baseball. That was something… something not baseball.” His shoulders raised and lowered with each breath. “Put your hands in, everyone. Pitiful, on three. Everyone.”

“Pitiful, pitiful, pitiful,” we chanted, some half-heartedly, some through sobs, some shouting as if humiliation were the greatest gift of all.

Part the Sixth, in Which the Reviewer Presents Several Close-ups of the Artwork for the Reader’s Examination


Part the Seventh, in Which the Reviewer Abandons His Conceit for The Pretense of No Pretension

History, and the comics canon, are strange things. What place did Gasoline Alley occupy in critical attentions five years ago? Over the same period of time Yoshihiro Tatsumi has gone from a footnote in manga history to being regarded, to certain English-speaking audiences, as an exemplar of an entire movement.

In both cases, what changed was not the artists themselves, but the availability of their work.

This shifting ground has the potential to drastically change a reader’s reaction to Cross Game. To English-oriented monoglots, who have previously only seen two short story collections by cartoonist Mitsuru Adachi, Cross Game is an assured, uniquely-paced and tempered debut that flicks effortlessly between breezy action and moments of unexpected, intense longing. For Japanese readers, Cross Game is a victory lap. (or, at fifteen 200-page volumes in its original release, perhaps a victory marathon).

Cross Game was initially serialized in Shonen Sunday starting in 2005, when Adachi was 55, thirty-five years and tens of thousands of pages into his career. Adachi has spent most of that career creating clever romantic “comedies” that often feature more than a hint of tragedy and melancholy. More often than not his stories center around young athletes, along with all of the attendant conflicts and triumphs of that world.

Cross Game itself most closely resembles Adachi’s breakout 1983 series Touch, which, following the also-popular Miyuki,  furnished him with his second anime adaptation, as well as his most lasting fame. Several of the elements that make Touch so unusual in the company of other popular entertainments are present, albeit rearranged and realigned. The childhood friends and childhood promises carried into the future. The gently melancholic tone and strangely passive protagonists. The sense of time as a construct of memory, sometimes a fraction of a second in a series of pages, sometimes years in a single frame.

I’ve never read a comic before where both the benefits and potential pitfalls of weekly serialization are so starkly clear. With the aid of his squadron of assistants, Adachi had drawn, at minimum, a thousand pages a year for over thirty five years by the time Cross Game debuted, and the result is some of the most natural, and readable, storytelling I’ve ever seen. Complex actions and coordinated sequences play out effortlessly, several lifetime’s worth of breakdown skills and gesture drawing coming to bear on the trickiest problems. But the solutions themselves never veer into overly-flashy results, instead using a myriad of design solutions to preserve a clear, natural path over the most seemingly-complicated layouts.

The sheer amount of pages available to him by virtue of his assistants means that Adachi can afford to tell a different kind of story. It’s hard to imagine a better way of depicting baseball sequences than the method that Adachi has arrived at over his thousands of pages of baseball manga. Just like our memories of a real game, we come in and out of the action, the narrative sometimes summarizing, sometimes lingering. In comics, time is a function of space, and Adachi has the space to give us time.

Adachi also uses this space to leisurely unfold the action, giving us quiet moments of reflection between actions, sometimes serving as transitions, and other times acting as a pause, a moment of breath in the midst of so much action and movement.

And then there are the downsides to that unrelenting weekly crunch. All those assistants mean professional but at times undistinguished backgrounds, which wouldn’t be as obvious a defect were it not for Adachi’s expressive, calligraphic inking line, which is sometimes at odds with the comparatively dead line weight of the backgrounds. More damning, occasionally a chapter seems to be just marking time until the next main plot movement, and these deviations from the overall arc have the added problem of often veering into genre cliché. (the most egregious example so far is a first volume detour involving beaning a fleeing criminal with a baseball)

The improvisatory nature of the story line sometimes trips Adachi up as well. With certain major plot points it seems impossible that Adachi didn’t plan them well in advance, as the needed elements are in place well before the events themselves. Other times, however, Adachi succumbs to the dreaded serial fiction trick of introducing a new element pages before it will be called into use, drawing attention to the artificiality of plot construction itself. Occasionally Adachi, through his narrator voice, draws attention to this himself, presumably with the intent of diffusing the awkwardness with some humor, but not always to good effect.

Ultimately, though, Adachi’s faults are more Freaks and Geeks than Friends, a result of his ambition rather than a lack of same. His failings, when they arrive, are forgivable, and seeming part and parcel of the weekly manga treadmill. Cross Game is assured, confident and wistful, and if you have some tolerance for genre and overt sentiment, there is much here to admire and, most importantly, to experience and enjoy. When you’re aiming for the Koshien, it’s summer forever.

Crossing Over- Mitsuru Adachi, Cross Game and the Problem of Genre

In October Viz released almost 600 pages of comics by one of my favorite cartoonists, Mitsuru Adachi, in the form of the first volume of Cross Game, a series from 2005. In honor of Adachi finally getting something else in print, and in the interest of hopefully furthering the recent discussion of genre, “Comics”, and “Art”, I’d like to share a few thoughts I had upon reading the volume.

But first, a quote! Yesterday on HU Jason Overby had a post up in which he had this to say about the changing face of comics history –

It brings up a good point about how arbitrary “comics history” is.  It’s easy to see that positive associations, as opposed to some more objective system of value, are what impel bloggers (critics?) to write about Kirby or King more than Toriyama or Baldessari.

This point applies even more so to creators who have never had their work officially represented in English, or have only had released a small, unrepresentative portion of their total output. What is the history of comics, when critical figures who influenced huge swaths of the work that is available have none of their own work available to an English-speaking audience?

This is the case for Mitsuru Adachi, a cartoonist who made his debut more than forty years ago and who, on a global level, rivals Rumiko Takahashi for popularity and acclaim.

Although Adachi was fairly well-known among the anime and manga communities of the eighties and early nineties, thanks to fan translations of an anime adaptation of his first major manga series, Touch, he’s had a sparse history of official releases in English. His official English debut came in 1999 in the pages of Animerica Extra with Short Program, a series of short stories connected only by their generally melancholic tone, lively drawing, and gentle, deft characterization. The serialization in Animerica Extra continued for two years, generating enough material to be included in two collected volumes, one released in 2000, followed four years later by volume two. For a major creator known for his slow-spooling multi-volume stories, this was a strange state of affairs.

My best guess is that the Short Program releases were meant to test the waters and gauge the potential audience for Adachi in America. And although I personally think Adachi is one of the world’s greatest living cartoonists, it’s easy to see why Viz would be nervous about rolling out one of his major series. They are some of the same reasons that have prevented a wide swath of Japanese comics history from making its way into English.

For one, American anime fans still drive a large part of the market, as companies bank on the synergistic marketing opportunities available from manga series that also exist in other media. And although Adachi had two full-length anime adaptations in the eighties, the American anime fan culture has a very fickle relationship with surface style. In other words, any potential spin-offs (until the recent Cross Game anime adaptation) exist in a form that might seem outdated to the bulk of the anime fan community.

The second, and probably more significant point, is the matter of genre. All of Adachi’s major series (including Touch, Slow Step, H2, Katsu!, and the recently released Cross Game) could be most easily slotted in the category of “sports comics,” although I’ve seen the label “romantic comedy” attached to his comics as well. With the exception of some very popular young adult sports fiction in the fifties and sixties, there’s not a very long tradition of sports fiction in America, and certainly little to no tradition of sports comics. In the eyes of many marketing strategists, a general audience uses a genre label as an aid to enter the story, a convenient short hand that serves as a hook on which to hang the other elements of the story. How do you sell a piece of fiction that most easily fits into a genre that doesn’t exist for its target audience?

from Cross Game volume 1

Well, one way would be to try to create the market- to sell Adachi’s work to baseball fans.  As a former baseball fanatic myself, I think Viz could very well do so with that kind of strategy. But in trying to sell Adachi’s work to the comics market, and therefore to comics reviewers and critics as well, there’s an additional challenge- that for certain types of critics working within genres can carry a whole host of other negative connotations.

I find it very illuminating to observe the purposeful way that Vertical has marketed Osamu Tezuka’s work in the past few years. They’ve been very careful to package and design the books in ways that echo much of the aesthetic of English independent comics, including employing well-known designer Chip Kidd for many of the early books, and continuing the overtly modern and fragmentary designs with the more recent work by in-house Vertical designer Peter Mendelsund. Looking at the exterior of books like Dororo or Black Jack, would you have any idea that these series fit squarely within swordplay and medical drama genres?

However, like most excellent genre fiction, Dororo and Black Jack play with the genres involved rather than being subsumed by them. This is the case with the work of Adachi as well. Cross Game is “sports comics” in the sense that the characters at the heart of the story love baseball, and playing it becomes a focus for much of their activity. But saying that “Touch” or “Cross Game” are about baseball is like saying that “Les Miserable” is about prison and sweeping and street fighting.

The first three volumes of Cross Game came out in October in one 576 page package. And how are they pitching it? As a tie-in to the spin-off anime, and as a “poignant coming-of-age story,” which, as far as marketing pitches go, isn’t half bad, as both elements happen to be true. They’ve minimized the baseball references in the description and press releases, and have centered around the relationships at the heart of the story, as well as attempting to capitalize on Adachi’s Japanese fame and reputation.

from Cross Game

And it probably has a chance of succeeding. Cross Game itself, or at least the three volumes represented in the recent Viz release, has all of the elements associated with classic Adachi series- clear and confident drawing with very smooth, natural storytelling, slow-moving plots that suddenly veer into unexpected and unpredictable territory, breezy dialogue, and melancholic, sometimes unmotivated young characters whose decisions are often surprising but are never inexplicable.

And yet it may be too genre bound, and maybe too casual, to be taken seriously by many critics. Present in the series are several stylistic choices that could be disconcerting for an audience unaccustomed to them. These include Adachi himself appearing in throw-away panels to mock his own work, background characters pitching other Adachi series to the reader, and a tendency to occasionally veer into cliché. Fortunately these clichéd situations are usually minor detours from the main plot, and seem to be the result of the unrelenting workload of weekly serialization. (Another possibly undesirable byproduct of this pace is the sometimes workmanlike background artwork, which occasionally takes stylistic detours from the figures, which are always confidently delineated.)

Last week Noah generated some heated feedback when he suggested that the manga community engages in a lot more reviewing than criticism, and that books like a Drunken Dream which “despite its genre links, doesn’t fit easily into current marketing demographics,” will have a hard time going without some in-depth criticism to create context for the work. As I mentioned in the comments section, regardless of how you might feel about the “review” versus “criticism” premise, Hagio and Adachi might be in the same boat. They’re sitting on many of those same lines of division.

Well, Noah, I’d like to respond to your post by urging interested readers to BUY! a copy of Cross Game. And cross your fingers that, one day, Touch will be available in English.

And critics, wherever you are? Try to go easy on Mr. Adachi, won’t you? It is just a baseball comic, after all!

(Someone once told me that sarcasm doesn’t come across well in print.)