I once ran a community site for the game Claw. Three months back, a journalist for a gaming website contacted me—they were looking for some quotes for an article they were putting together. I don’t believe they ever published the article. For anyone interested, my words are below.

Sorry about the wait. Coastal Australia got hit with a one-in-a-hundred-year storm, and my farm flooded. Pretty cool.

I could write a lot about Claw; certainly, more than anyone has the desire to read.

The short version: in 1997, my dad wrote a review column for an Australian tech magazine. He received samples such as cameras, DVD players, and promo copies of games. One of these games was a 2D platformer called Claw, which was about pirate cats. I liked pirates and cats, so Claw was strongly Relevant to My Interests(tm).

I don’t think I have ever “clicked” with something harder than I did with Claw at age seven. The game was spellbinding; for a long time, it was the only one I played, or wanted to play. It seemed to have real depth and beauty and style. Even today, I don’t mentally shelve it with Mario or Sonic, but with a hardcore “art” game like Eric Chahi’s Another World.

Sorry, but I’m simply not a person who can form objective opinions about Claw. Childhood nostalgia is a hell of a drug. If you held a gun to my head and told me to denounce Claw, you’d have to come up with a shovel and an alibi real fast.

Yes, viewed objectively, it’s flawed. The difficulty is tuned very high for a kids’ game. The gameplay loop is simple and arguably simplistic, built around fiendish jumping puzzles and not much else—the puzzles of level 14 require faster reflexes and timing than those of level 1, but they’re fundamentally the same puzzles. It can get monotonous. The cool-looking enemies are repetitive to fight. One move (jump, then slash downward) wrecks basically every baddie in the game, which is disappointing. (The peg-leg pirates of levels 9 and 10 are among the most memorable opponents you’ll face because they’re the one exception that the trick does not work on). There are bugs. Some levels cannot be perfected due to treasure placed outside Claw’s ability to reach.

None of these really register as problems for me, per se. I have a friend who trash-talks his home city with evident fondness. “You know you love something when you even love the bad parts of it.” That’s where I land with Claw.

Monolith swung way harder than they had to with a 2D platform title. It has traditionally animated cutscenes that possibly cost more to create than the game itself. The soundtrack whips. The art and design are lavish and thoughtful. The levels are always well-designed and frequently a masterclass in how to suck the player in. Level Four (The Dark Woods) perfectly captures how it feels to wander lost in a dense forest—that weirdly terrifying sense of there being both too much empty space around you, and not enough. Level 8 (The Shipyards) has the Captain exploring massive and utterly believable ships (which must be painstakingly assembled in the editor like jigsaw puzzles from seemingly hundreds of 64×64 tiles—it’s a pain in the ass. Building a real ship might be easier.) This is the part of Claw that has held up the best: the rivet-tight sense of immersion it builds around the player.

(I love old games, but find a lot of modernistic “retro” efforts kind of frustrating. Everything in them is a slavish recreation of some generic “classic gaming” touchstone. Pixel art. Chiptunes. Floating hearts as health items. Where’s the vision? Super Mario Bros and Sonic look the way they do because of technological limitations, not because they’d hit upon some objectively perfect Aesthetic of Gaming that must be copied and imitated until the end of time. A lot of “retro” games just feel like parasites upon the past, offering the player nothing except his or her own repackaged nostalgia. When I see people trying to Kickstart a “Doom-style FPS game” I always think “What else do you have to offer? I can fire up Dosbox and play the real Doom any time I want.” Claw strikes a good balance, I think.)

The game has a tangled heap of spaghetti instead of a plot, mainly due to contradictions between the animated cutscenes and the game itself. Captain Claw can apparently warp through time and space. In level 8, he captures a gem, and two levels later, receives that same gem as a gift from a crewmate. He kills off the main antagonist in level 2, and thus a NEW main antagonist is shoved into the story out of nowhere. Claw must assemble a lost map to find Tiger Island, yet somehow his arch-nemesis can find his way to Tiger Island without the map, and Claw’s crew are also there at the end, despite him previously ordering them to stay behind. And so on, ad infinitum. Most Marvel comics need twenty years and two retcon arcs to achieve Claw’s level of confusion. It’s sort of impressive.

The game clearly had a lot cut out of it. You can see fragments of a larger story sticking out like dinosaur bones. Who’s Katherine? What’s the relationship between Claw and Marrow? The game cried out for a sequel. Monolith apparently almost made one.

Observable evidence would suggest that Claw was not a commercial success. Growing up, nobody I knew had ever heard of it. Monolith never made another Claw, or even another game quite like it. Their subsequent titles were cheaply made arcade/action titles like Get Medieval and Gruntz (which reused Claw’s WAP engine, and even some of its art assets), or triple-A FPS titles like No One Lives Forever and FEAR.

I beat Claw in 1998, and then beat it a few more times. I wanted more. There wasn’t any more. I was not on the internet and had no way of meeting other Claw fans (if they even existed). Eventually, I moved on.

In 2005, I remembered the game and decided to play it again. My dad’s old CD-ROM didn’t work. I attempted to buy the game again and found that you couldn’t. Monolith had stopped selling it years ago (this was before Steam or digital distribution). I shrugged and acquired the game through other means.

I replayed through the whole game in a day, was hit by that same “Damn, I wish there was more.” Then I went online and found that people had made custom levels. I played a few hundred of them; then I started creating my own.

I felt like I was making them for ghosts. The English Claw community was basically dead in 2005. There was an official Claw website. Monolith paid the hosting bill on it but did nothing else. The official Claw forum required no account to join (you just typed your handle in the user box) and was obviously about 95% spam and trolls. The occasional newcomer would show up, ask for help finding the game, and get linked to goatse—it was that kind of place.

A few people had Geocities sites with Claw levels on them. One of them was DzjeeAr—a highly prolific and creative level designer whom I looked up to. I mailed him my levels, and he sent back honest but fairly blunt feedback: my levels were too difficult and not that fun. He was right. I started working on making them bigger and better. The Claw level editor had so many options. I kept trying random stuff, and interesting new tricks seemed to fall out of nowhere (like cannonballs that could fly diagonally). I needed somewhere to host them.

At the time, I had a subscription to a PC magazine. It had a brief (and error-filled) “create your own website” guide, showing you how to write basic HTML. I used it to create a Claw fansite, but with some help from my dad, I got a Claw fansite online. In early 2005, The Belated Claw Fansite went live.

I called it “Belated” because I felt like I was making something long after it had ceased to matter. Like erecting a monument to Rome in 477 AD. (Except Claw had never had an imperial phase, so maybe a monument to the Etruscans or whatever.) But in my eyes, Claw was a genuinely great game. It was too good to be forgotten. I didn’t care if I was the only fan the game still had: it still deserved fans.

I promoted my site on the Claw forum. Soon, I expanded and began hosting other people’s levels, along with downloads and guides and so on.

I was the greenest of webmasters and made every mistake imaginable. Once, I “installed” a stats tracker by putting the tracking pixel on a hidden page that nobody except me knew about—I couldn’t figure out why my hits wouldn’t rise above 1. For a while, I actually hosted the full game on my site. Lots of people appreciated the gesture—I found this out when my hosting company informed me that I had 1) blown my bandwidth quota by several times, and that 2) I would be paying them a hundred dollars for the pleasure. Oops!

Yet the Claw community seemed to surge back to life around the site. The game’s apparent deadness was an illusion; a ton of people were still hanging around: they just didn’t have anywhere to go.

There was a guy from Poland called Zuczek who had his own Polish-language Claw page. We discussed combining efforts. I’d run the English site; he’d do the Polish one. We relaunched in late 2005 as The Claw Recluse. The site still remains online, 20 years later, in 9 languages, still with my original design.

It served as a lightning rod to gather old Claw fans. I’d say it sparked a revival of the game, but I’m not sure the game had ever reached this level of popularity to begin with. You see this by downloading the full list of custom levels on The Claw Recluse and sorting by date. In the couple of years before 2005, only a few custom levels were made. Dozens upon dozens poured out afterward. It was incredible. The game was coming back to life.

Soon, Zuczek had Teophil working alongside him—he was a longtime Claw fan who’d been active in the community longer than anyone (except possibly a guy called Randy, who came and went). Eventually, Zuczek handed over the site to him. Gradually, I stepped away too.

I have not been involved in running The Claw Recluse since 2007. I moved on to other things. I still play Claw from time to time and was involved in speedrunning a number of years ago. It’s intermittent. Claw will always be something of a North Star for me. I don’t think I have to be crazily obsessed with the game anymore for that to be true.

Claw is actually more active and alive in 2025 than it was in, say, 1999. That defies every intuition I have about how gaming works. They’re supposed to be released, get played by however many people play them, and then die. But somehow, people are keeping this one damned game alive.

The lesson I learned is that a fan can easily care more than the actual creators of the thing they’re a fan of. The Beatles found this out in the 1960s (Lennon famously wrote “I Am the Walrus” to mock/troll superfans who attached profound meaning to lyrics he’d dashed off in a few minutes). Claw was abandoned by its developers and kept alive by its fan community. I am honored to be a part of that, if only for what seems like a brief moment.

Anyway, that’s it. Hopefully some of this was useful.

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You’d better like 1977’s rock opus Bat Out of Hell. You were conceived to it. I am not speaking hypothetically. You were actually conceived while it was playing. I know this as a fact. I was there. I was watching.

“Are we doing an ‘I fucked your mom thing’ here?” Sadly, no. I did not participate in your conception. I was wearing my Roscoe the Rat costume at the time, and Mr Jenkins (my shift manager) would yell at me if I even unbuttoned the bum flap without notarized consent, so I was forced to remain an observer. I remember finding it odd that two people were screwing in the drive-thru of Roscoe the Rat’s Squeak-tastic Burger Barn, but was glad to finally see the miracle of life occur. Anyway.

This album had a lot working against it. An album of eight minute Wagnerian piano ballads, starring a chubby farmboy from Texas, released in the face of two adversarial headwinds—disco in the US, punk in the UK—yeah, good luck with that. To a risk-averse music industry, this album must have seemed like a scientific experiment in how to sell zero copies. It eventually sold forty-four million. Which is nearly the same as zero, when you think about it (I didn’t).

But songwriter Jim Steinman believed in being out of step with the times, believed in being unfashionable on purpose. It usually doesn’t work, but sometimes it’s the only thing that can. It’s never easy, though. Meat Loaf and Steinman had to tour the record relentlessly, finally breaking the beast in Canada (where it’s currently 2x Platinum). Canadians are right to love Meat Loaf, just as they’re right to love Fleetwood Mac (Rumors is also 2x Platinum). Let’s do Canadians a favor and stop examining their cultural tastes while they’re ahead.

But success came at a price. Meat Loaf’s brutal road schedule did not allow off-days so his voice could recover, which meant it it didn’t. Meat Loaf tore his amazing voice to shreds performing these songs live, five days a week. His next album (1981’s Dead Ringer) finds him a haggard shell of his former self. It’s a dispiriting listen. He died so that Bat Out of Hell could live. There are several Michael Lee Aday albums. But in a sense, this is the one and only record ever made by Meat Loaf. Bat Out of Hell is glorious: a work I truly love. But it’s tragic, as well as magic.

(The above is Steinman’s own account of what went wrong with Meat Loaf’s voice. A perusal of Setlist.fm suggests a far more relaxed schedule than he lets on, with countless multi-day breaks between shows. But maybe there are dates missing, so take that for what it’s worth. Which is also how you should take Meat Loaf’s own claim that his voice loss was mainly “psychosomatic”.)

And the album’s very magic. Enchantment leaps off the speakers, out of the cover, and out of nearly every other element of its conception. Few albums are so uniformly great in every aspect. It has wonderful singing, great production and engineering, and beyond superlative songwriting.

Two of the three greatest compositions Jim Steinman ever wrote in his life are on here (the third being “Faster than the Speed of Night” by Bonnie Tyler).

The first highlight is “Paradise by the Dashboard Light”, a great and hammy piece of Springsteen-style storytelling, packed with cool moments and inspired ideas. And it’s funny, too—overflowing with tonal influences from Steinman and Ellen Foley’s work with National Lampoon. My only complaint is that the “will you love me?” part goes for a long time, and finally exhausts the listener the way it exhausts the protagonist. (Apparently Steinman’s original version was twenty minutes long, and had him doing the Phil Rizzuto baseball bit himself.)

But the masterpiece—of the album, and of several of the creators’ careers—is closing opus “For Crying Out Loud”. A lesson in how to take an unsuspecting piano and pound it until the stars fall. The middle section breaks, strings crash, and then total cataclysm occurs. Atoms split, everything’s louder than everything else. It’s an astonishing album closer. An off-ramp that sends you flying into space.

Everything else here is great too. The opening track is a powerful scorching barn-burner, grasping and ambitious and realizing those ambitions. “Two Out of Three Ain’t Bad” finds Steinman in standard power balladeer mode—a cloak he obviously wears quite well. Even the shorter album tracks rule all over the place. “All Revved Up And No Place To Go” is more great Springsteen-type stuff. I love the double-time groove at the end. It sounds so fiery and kickass and cool.

Most of the album is very dramatic. Perhaps excessively so, to some tastes. I guess maybe it verges slightly on the wrong side of theater-kid precious, but I don’t really mind it. And there are plenty of moments where it’s absolutely not taking itself seriously, to offset the sturm-und-drang. Todd Rundgren offers quite a lot of ironic detachment—the opening riff in “Paradise” sounds like a mega-cliche’d blues riff that you’d play when you’re taking the piss. There’s an element of persiflage to what Bat Out of Hell is doing. Of trying to make the audience smile while not totally undermining the project. It does the hardest thing: satirizes itself while also taking itself seriously. No matter what level you approach this CD on, it meets you there.

None of the other Meat Loaf albums equal this.

His big comeback, Bat out of Hell 2 does offer strangely exact parallels in a lot of ways. (And not just because it had a song that, like “Two Out of Three Ain’t Bad”, your buddy from school would swear up and down was secretly about anal sex, harr harr.) Again, Meat Loaf released it in the worst of possible years—by 1993, grunge rock had just broken in the states, and R’n’B had a commercial stranglehold that I viscerally remember. And suddenly, you had this disc of massive operatic cheeseburgers that sold a million million copies. Another inspiring win for the little guy. Or the big guy, I guess.

But sometimes the parallels go awry. The singing is not as strong. And where Todd Rundgren’s production of Bat out of Hell is timeless, Bat Out of Hell 2‘s production now feels (while not bad) fairly typical of its era. It’s essentially 1993, The Album, with that “early-gen CD sound”—a bit harsh, a bit too informed by the ultra-processed sound of glam metal. There are some modernistic touches that don’t quite gel with the Broadway-meets-Peter Pan grandeur being attempted.

Bat Out of Hell 3 is not something I care to discuss at length. I mean, Wikipedia says that “[Desmond] Child [who produced] began recording sessions by playing Slipknot CDs to get the assembled musicians in the mood.” That’s a better summation of the album’s issues than I could ever write.

It contains a grab bag of mostly old (and mostly second-tier) Jim Steinman compositions (who was sadly in fading health at the time), fluffed out with whatever Songwriters’R’Us guys Meat Loaf could find (Rob Zombie’s John 5, Motley Crue’s Nikki Sixx). It’s long, exhausting, tonally confused, and unnecessary. It does not earn its name. To its credit, few albums do. The first Bat out of Hell extends out of rock entirely, and is arguably bigger than music itself.

Like all of Jim Steinman’s work, Bat Out of Hell owes no allegiance to any form of media. It’s a rock album, but even that ultimately seems almost accidental. It could have just as easily been a play (it started out that way), or a film, or a book, or a tube of wart-removal cream. The fact that Bat out of Hell is the particular thing it is seems like a twist of fate. Steinman’s patented technique of making things bigger than big and more colorful than color works on any canvas. Maybe not the wart-removal cream canvas. He’s compared to Springsteen more than enough (in this review, too), but there’s a bit of Bowie in him. Bowie was essentially a light entertainer who used rock—like a latter day French chanson singer. I like that. Use art in whatever way you can. Don’t be its slave.

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In Remina* (地獄星レミナ) Junji Ito tells a tale as old as time: girl is born; girl is named after newly-discovered star; star turns out to be malevolent planet-sized Lovecraftian entity en-route to destroy the Earth with its tongue (like we’re a Tootsie Pop and it’s finding out how many licks it takes to get to the planet core); girl spends most of the tankōbon running from deranged religious fanatics convinced she intentionally lured the planet here to lick us to death…it’s a well-worn formula, but sometimes it’s nice to relax with the classics.

I reviewed a bootleg translation of Jigokusei Remina 12 years ago. There’s now an official English release from Viz Media, and so I will review it a second time.

My review: It’s worse than I recall it being: the end.

If I gave comics a letter grade, Remina would probably get a C minus. That’s right, Mr Ito. Not even a C! A C minus! Man, I hope he learns English, and reads this review. I bet it would break him. A single tear would slide down his crestfallen face.

Even at the height of my Junji Ito fanboy phase, I was mixed on Remina (or Hellstar Remina, which is what the scanlations[1]A “scanlation” is an unofficial fan-made translations of a Japanese-language manga. As with most of Junji Ito’s work, Remina‘s path into the English language was fraught with … Continue reading called it). Following on the heels of the fish-out-of-water classic Gyo, and serialized in six chapters from 2004-2005 in Japan’s Biggu Komikku Supirittsu, It was always one of those “good enough that it really should be better” mangas: astonishingly competent in parts, yet collectively a failure.

Ito-san’s viscid, squamous, cell-like art remains fucking incredible and a Cheech-and-Chong-atop-Mt-Kilimanjaro high point for the manga. Lines of black corrugate the page, like Stachybotrys mould infesting your shower and perhaps your lungs. Like most of Ito’s best work, it has a biophilic quality: the art doesn’t seem to have been drawn so much as cultivated in a Petri dish. Hopefully one that got a thorough cleaning afterward.

The editing and pacing of the panels is highly kinetic, giving the work a cinematic quality that pairs well with the loony sci-fi horror plot. Remina is packed with showstopper double-pagers, all placed with a sharp sense of drive and rhythm, going slam against your visual cortex just when the story needs a huge and thrilling needle-drop moment. We get a sense of scale when we see the hugeness of the eye staring out of Remina’s red bulk, a vivid claustrophobia in the shots of humans exploring the planet’s surface. Breathlessly paced, piling spectacle on spectacle, Remina is adrenaline printed on paper and demands to be binged in one go. It remains impressive to me that Junji puts out such complex, integrated art on a monthly schedule (or once did), with such a strong command of things like layout and pacing.

But as a story, Remina was and remains a frustrating read: a litany of opportunities missed and squandered. As an artist, he’s a master. As a writer, he frequently has no idea what he’s doing, and here he hacks off his own story’s legs at almost every turn. Many things about Remina could have worked, in theory. But they’re undermined by something else Ito tries to do.

For example:

  • It’s the end of the world…but it’s a world full of insane psychopathic morons, who torture an innocent teenage girl because she has the wrong name, so who cares? Good riddance to bad rubbish.
  • Remina (the girl, not the planet) is the innocent victim of a witch-hunt, and we should be on her side…but she’d need to be a character and not just a blank doll who exists to be whipped and beaten, one with no agency, or desires, or anything of her own. Bad things happen to her, and we don’t feel anything.
  • *Remina* sees Ito boldly striding from his safety zone, unleashing a radically imaginative…(checks notes)…reprise of standard 1950s sci fi tropes, I guess.

Remina wears its influences on its sleeve. It has the go for broke and then when you’re broke grab your girlfriend’s credit card and make her broke too energy that the better Ray Harryhausen monster flicks evoke, but with the benefit that Ito can draw anything he wants, and isn’t confined by budgetary limitations. Old B movies hang over Remina the way the planet itself does to the characters in the story.

It’s certainly an able recapturing of the Ed Wood spaceship-is-clearly-a-model-dangled-from-a-wire era of science fiction. (We’ll be generous, and shelve discussion of whether that’s something that should be recaptured.) If that’s what you want, you’re eating. And obviously, there’s ample precedent for gonzo “you won’t BELIEVE the size of this thing that’s destroying our city!” storytelling within Japanese media itself—ゴジラ being the central example. Notably, Godzilla is classically portrayed as a saurian monster. Remina has a reptilian aspect too, particularly its forked tongue, and vertically-slitted eye. (The horrific planet overwhelmingly looks human, though, which makes thematic if not logical sense.)

But the story’s most direct evolutionary ancestors are Sakyo Komatsu’s 1973 novel Japan Sinks (where an implausible scenario is described in the terse language of a governmental disaster report) and Kazuo Uemetsu’s Fourteen (a bewildering apocalypse manga where the world seemingly ends in every way imaginable at once). Junji Ito has spoken of highly of Komatsu and Uemetsu as artistic influences, so that’s one possible Rosetta Stone for Remina: a homage to the stories that shaped him.

But Ito’s storytelling is too loose and too “monthly manga” to nail the hard sci fi tone of Komatsu. Everything about Remina’s setting is just an incoherent mess that survives zero logic and exists largely just to set up the next showstopper visual piece. Remina isn’t hard sci fi. It’s so soft it achieves negative digits on the Mohs Scale. This is one of those stories where astrophysicists explain the speed of light to each other.

And although Kazuo Uemetsu (who sadly passed away in 2024) remains Junji Ito’s favorite mangaka (and is praised in every interview the man gives), I have never detected much of the “Umezz” style in Ito’s work. At its best, Fourteen is just a firehose of unchained ideas, disgorged stream-of-consciousness style at your retinas. It was exhausting, and I do not plan on re-reading it any time soon, but it left the same impression on my consciousness that a severe fever might. I was changed by it. Remina is far less fun and spontaneous. It feels planned, calculated. But if that’s so, why plan this?

I think Remina needed to be eerie and dreamy and surreal, not literal and logical. It needed to show us a bizarre, impossible doom overtaking the world without explaining that doom to death at every turn.

Remina offers no ambiguity. On every other page (particularly in the first two volumes), we get Exposition Scientist characters offering verbose narration on what’s happening with the planet (always with camera angles helpfully showing the planet’s approach), ensuring that we see the entire plot in 4K hi-def. And believe me when I say that Remina‘s plot does not stand up to close scrutiny.

If you want to make a scary horror comic about a planet that may be alive, we don’t need to see the planet disgorging a cartoon tongue. You’re rubbing our faces in the story’s weakest aspect: the scientifically implausible setting and story. I wish Ito had focused more on tone and mood, instead of a regime of visual literalness. Perhaps he should have confined us to one character’s viewpoint: someone on the ground, maybe. I know I’m “punching up” Ito’s work to an annoying degree, but if this manga’s events happened to you in real life, you’d probably have no idea what was going on. You’d understand the unfolding disaster as a series of ruptures in your daily life. Strange piercing noises from out of space. An unendurable jangling in your teeth fillings. Vast and horrific shadows drifting monstrously across the voided face of the clouds. The internet would either crash or be packed with contradictory nonsense: a screaming madhouse, its inevitable silencing a mercy-killing. If you had a radio, it would blast out a blizzard of static until you shut it off to save your remaining marbles. You would not know what to trust or to believe. Certainly, you would not trust your own eyes.

That’s the tone Remina left me hungry for. One of uncertainty, with mankind crossing the L1 Lagrange point of something truly inexplicable. The best part of the comic might be the scene (brief but compelling) where astronauts land on the planet, and literally cannot comprehend what’s happening there. They think they see people there…people waving.

But this is seldom the tone Remina goes for. Instead, it shows what should remain hidden.

Stephen King wrote something perceptive about the flaws of visual mediums such as films. Their strength—their ability to connect directly with the reader’s senses—inevitably becomes a weakness, as the audience will start focusing on technical flaws, and trying to pull apart the effect (which we know ultimately comes from a puppetmaker’s workshop or a CGI rendering farm ). As he put it (On Writing)

Description begins in the writer’s imagination, but should finish in the reader’s. When it comes to actually pulling this off, the writer is much more fortunate than the filmmaker, who is almost always doomed to show too much . . . including, in nine cases out of ten, the zipper running up the monster’s back.

Yep, that’s Remina. 261 tankobon-format pages, slowly zooming in on the monster’s zipper.

In 1980 Stephen King wrote a novella called The Mist (first published in the Dark Forces anthology and later reprinted in his own 1985 Skeleton Crew collection).

Thematically, it runs a similar line to Remina. The outer narrative is that a government experiment went horribly wrong and plunged Anytown USA into a liminal half-world shrouded in mist. The mist is the important thing, as it prevents the characters from establishing a rapprochement with their new environment. King recognized that monsters you see aren’t half as scary as monsters shrouded in fog—visible as a limb, a tail, a tongue.

Occasionally (more frequently as the denouement looms), characters in*The Mist glimpse some of the full and horrible extent of the changes that have swept over their world. But they never see the full picture, and what they do see is blurry. This makes parts of The Mist horrifying in a grounded, believable way that Remina never approaches in its blitzkrieg attack on your limbic system. His description of a colossal creature, taking unbelievably large strides through the mist—is one of the most memorable setpieces in a Stephen King story. You feel the ground shake when that thing’s six impossible feet land around the characters.

At about twenty past one—I was beginning to feel hungry—Billy clutched my arm. “Daddy, what’s that? What’s that!”

A shadow loomed out of the mist, staining it dark. It was as tall as a cliff and coming right at us. I jammed on the brakes. Amanda, who had been catnapping, was thrown forward.

Something came; again, that is all I can say for sure. It may have been the fact that the mist only allowed us to glimpse things briefly, but I think it just as likely that there are certain things that your brain simply disallows. There are things of such darkness and horror—just, I suppose, as there are things of such great beauty—that they will not fit through the puny human doors of perception.

It was six-legged, I know that; its skin was slaty gray that mottled to dark brown in places. Those brown patches reminded me absurdly of the liver spots on Mrs. Carmody’s hands. Its skin was deeply wrinkled and grooved, and clinging to it were scores, hundreds, of those pinkish “bugs” with the stalk-eyes. I don’t know how big it actually was, but it passed directly over us. One of its gray, wrinkled legs smashed down right beside my window, and Mrs. Reppler said later she could not see the underside of its body, although she craned her neck up to look. She saw only two Cyclopean legs going up and up into the mist like living towers until they were lost to sight. For the moment it was over the Scout I had an impression of something so big that it might have made a blue whale look the size of a trout—in other words, something so big that it defied the imagination. Then it was gone, sending a seismological series of thuds back.

Did “the mist only allow them to glimpse things briefly”? Well, no. The writer (playing God unseen) did that, because he judged it would be more effective if the story was told this way. He was right.

By contrast, Ito’s world shows too much, and becomes weightless and cartoony and unreal, despite the masterful art. “Mehr licht!”, Johann Wolfgang von Goethe is said to have cried on his deathbed. “More light!” Remina needed weniger licht—less light.

Ito makes his ramshackle sci-fi setting support social commentary about fame and celebrity. This is a dubious idea on the face of things, but the commentary only hits shallow obvious points anyway. Did you know there’s a dark side to fame? That your fans might turn on you at any moment? There’s a twist at the end involving the president of Remina’s fan club, a twist both unlikely and on-the-nose.

The protracted horrors of the book’s middle section feel gratuitous and lazily cynical, much as some of Alan Moore’s work does (in my view). It feels truly implausible that so many people would be out to get Remina, just because of her name. Ito’s satiric barbs fail to stick in the skin because this is not what people do. Six years after Ito released this comic, the Great East Japan Earthquake flung forty-meter tsunamis against Japan’s Iwate Prefecture. Twenty thousand people died. The reaction was not anarchy and mobocracy (and the killing of random young women who shared nominative determinism with the tsunami), but an reasonably orderly and effective response. This seems to be the norm when disaster strikes—our culture’s “humans are fundamentally evil” narratives are mostly founded on things like Kitty Genovese—hoary nuggets of “everyone knows” pop culture wisdom that have grown much, much bigger in the telling than they were in reality. Things like PizzaGate are small, ineffective, and usually seem more like social clubs for crazy people (who tend to alienate their real life friends and family) than effective movements.

Ito may have intended a feminist reading of Remina: the central character has not done anything to deserve a hate mob, except have a certain name (a name and role assigned by the ur-patriachal figure of her father). But again, she’s such a nonentity, such a generic made-to-order victim, that it’s impossible to feel anything for her. Toward the end, I started to sympathize with the mob a bit. Yeah, no shit they care about Remina’s name. It’s the only noteworthy thing about her!

Ito has never been one to overload his female leads with character development (his famous anti-heroine Tomie is defined by a lack of a character—in the earliest story she’s clearly an innocent victim of male obsession, in later stories she’s more of an evil succubus figure, in Tomie Returns she’s a “monster of the week” with powers that seemingly change with the story Ito wishes to tell). But on my first read, I wondered if Remina’s blankness might be intentional—Ito setting us up for a twist ending, where she turns to face the other characters, and her human face is gone. Swallowed. Replaced with the horrific cloud-chained visage of the planet Remina, and only the planet Remina. Because the hate mob was right. This blank of a girl was the the living avatar of the hell planet.

Remina is worth getting to complete your (legal) Junji Ito collection. Fast-paced and forgettable, it does not display Ito at his best.

The most enjoyable parts were (again) the pair of scenes where characters explore the surface of Remina. These work great as self-contained horror pieces, and they’re certainly disgusting and gruesome. They also do not feature the girl Remina at all. That could be a clue as to what doesn’t work about this volume.

Viz’s edition lacks my favorite part of the original Japanese release—the concluding standalone short-story 億万ぼっち, or Okuman botchi. The title has been translated various ways. Army of One. Lonely Billionaire. Billion Lonesomes.

The story itself is fantastic: an inspired horror riff on the way antisocial loners view interaction: as bodies being stitched together; in horrific forced intimacy.

It’s clever, surprisingly subtle for such gruesome material, with actual intelligent things to say about social isolation and loneliness in the age of mass media. (I could have done without the final panel.) It connects back in time to the Japanese “Hikikomori” phenomenon (it could also be read in light of Volker Grassmuck’s classic “I’m Alone but Not Lonely” essay, which details otaku culture specifically), and forward to things like involuntary celibates,

Army of One‘s ending, like Remina’s, makes no sense when read literally, but unlike Remina’s, it works well metaphorically. When I read some incel theorypoasting about how Staceys don’t want good kind lads (like him), I can’t escape the knowledge that he has never experienced the thing he claims to desire. He’s attracted to the idea of having a girlfriend. Suppose a girl actually asked him on a date…how would he find the experience? Would he enjoy it? Or would it make him shudder—yet more flesh stitched into flesh? Be wary of climbing unknown mountains. There might not be breathable air at the top.

As I’ve said, this story is not present in Viz’s Remina. Maybe because already collected in the earlier Venus in the Blind Spot. Maybe, too, because it upstages the main event.

References

References
1 A “scanlation” is an unofficial fan-made translations of a Japanese-language manga. As with most of Junji Ito’s work, Remina‘s path into the English language was fraught with challenges and setbacks. The first chapter was scanlated by brolen9104, then abandoned after nobody donated to read more. The rest of the book was scanlated by Daniel Lau (a talented writer in his own right—what became of him?).

Most online piracy sites awkwardly linked the two scanlations together, starting with Brolen’s ch1 and continuing with Lau’s ch2-6 (a big faux pas in the manga pirate community—you’re supposed to post scanlation projects as completely as possible, rather than changing horses mid-race). You can tell which is which because brolen translates Ch1 as “The Ugly Star” and Daniel Lau translates it as “The Dread Planet”. Viz’s translator Jocelyne Allen renders it “Vile Star”. Daniel seems to have thought the manga worked best as a straight-up farce. I love the guy’s dialog here. “It ate the fucking moon!”

https://coagulopath.com/wp-content/uploads/2025/06/tp2vP-568x800.jpeg 568w, https://coagulopath.com/wp-content/uploads/2025/06/tp2vP-209x295.jpeg 209w, https://coagulopath.com/wp-content/uploads/2025/06/tp2vP-768x1082.jpeg 768w, https://coagulopath.com/wp-content/uploads/2025/06/tp2vP.jpeg 994w" sizes="auto, (max-width: 727px) 100vw, 727px" />

In Viz’s edition, it becomes this:

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How boring!

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