
Is FLCL Worth Reading? (Manga)
Visually striking companion piece carried almost entirely by Ueda's rough, distinctive art, let down by disjointed, hard-to-follow plotting.
Spoiler-light · Honestly rated
Every review labels its spoiler level, separates art from writing, and ends with an official way to read.
We use the whole 1–10 scale and judge each title against the best version of what it is trying to be — a comedy on how funny it is, a thriller on its tension — not against some other genre. As a rough guide: 9+ is all-time great, 8 excellent, 7 a solid recommendation with caveats, 5–6 mixed or average. A 7 is a genuine yes, not a knock. The “Community score” in each review is the crowd rating from AniList, MAL, and MangaUpdates, shown next to ours for comparison.

Visually striking companion piece carried almost entirely by Ueda's rough, distinctive art, let down by disjointed, hard-to-follow plotting.

Bleak, visually dense sci-fi actioner that leans fully into Nihei's strengths, though it asks real patience before the plot comes into focus.

Slick ex-assassin premise, real found-family warmth, though the fight formula wears thin over 20 volumes.

Watching three billion years of memory move quietly through rural Japan is a stranger, more absorbing kind of science fiction than the premise alone suggests.

The hook — your followers die when you do, and you die when you run out of followers — is mean and clever enough to carry a story that doesn't always have much else going for it.

Barely four chapters long, but every page is stuffed with background detail most series wouldn't bother drawing for a splash panel.

The Marshal King opens on a premise built for momentum -- a son walking into town with his outlaw father's corpse as proof -- and lets Boichi's art do a lot of the tonal work.

Genuinely important and gorgeously drawn, but the long political and philosophical digressions ask a lot of patience for a story that's ultimately still finding its shape when it stops.

The style is genuinely singular and the premise is a great hook, but the storytelling underneath doesn't always match the ambition of the visuals.

Retelling part of a known story from a different character's point of view is a risky move that can feel redundant, but centering it on Kurisu's unresolved history with her father gives this side story a reason to exist beyond just revisiting familiar scenes.

Ken Ishikawa doesn't soften anything for a sequel, the stakes, the body count, and the cosmic-scale threats all climb past where the original left off, which is exactly what a Getter Robo follow-up should do.

This earns its tragedy honestly instead of just borrowing the game's reputation for it, which is more than most game tie-ins manage. Go in knowing it's still a tie-in, with everything that implies about pacing built around an existing story rather than a comic-native one.