



5 of 5
Magic Knight Rayearth is one of CLAMP's greatest works. It was a huge success in Japan as well as other countries and it's not difficult to see why. Albeit the girly drawings and the flowery dialogue, MKR has a much deeper and soul-searching meaning to it. The girls find themselves stranded in Cephiro, a world in another dimension, in which there is a battle between good and evil going on. Almost as soon as the characters are introduced, the girls find themselves running for their lives, with only one of them knowing her inner magic. Like any other rpg game, they are to find the person who will make them their weapons and look for the Escudo, the material their weapons are to be made out of. But as the journey progresses, they discover danger in every corner, not to mention despair and agony. Finally completing their search for the "legendary fountain of Eterna," they go on to find the mashin, which are part robot, part organic. Once revived, the mashin are to help the girls on their quest to defeat the evil Zagato, who in reality is not as evil as they think. Despite the clichéd feel of this manga, you will find yourself turning the pages in anticipation and almost have a heart attack at the end, where you will find that what you believed was right was but a trick of the mind.
As usual, CLAMP, the four genious women group, awes its readers with amazing drawings and a great plot!
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