Hikaru no Go

... Show More
Rating(4.2 / 5.0, 25 votes)
5 stars
12(48%)
4 stars
7(28%)
3 stars
6(24%)
2 stars
0(0%)
1 stars
0(0%)

Popular Reviews

  1. Ryan_Johnson_9496
    ... Show More

    Hikaru no Go's timeless premise elevates the game of Go to levels higher than anyone could ever imagine. A game invented so long ago continuing to evolve to this day is a testament to its longevity and appeal. Fujiwara no Sai says it best: "Even after a thousand years, there are some things that never change. The snow, and the hot battle above the goban. Each hand reveals what's in the heart of the player."

    The reception of the manga and subsequent popularity spike in Go at the time of its release speaks volumes to its quality. The usage of Go as a narrative device to showcase and elevate Hikaru's growth here is unique in that you are watching a child grow up alongside his love for the game. Hikaru starts as an abrasive, bratty child with no interest in playing Go but eventually evolves into a young man whose passion for the game extends beyond comprehension and into the stars. It's one of Yumi Hotta's greatest writing strengths, spinning these dynamic characters and weaving them into and around one another. It really feels as though there is one massive Go world at play here, with each and every prominent character working their way into Hikaru's play style and remaining existent in his life. They're working toward the same goals as Hikaru is, achieving their dreams alongside him whether that be from beside him or completely separate. It’s inspiring in a way that only a manga about a board game can be.

    I thoroughly enjoyed my time with Hikaru no Go for its subversion of classic shonen tropes and its willingness to give readers something fresh. The genre of shonen is absolutely at its best when showcased in new ways, and this is exactly what that is. Even without muscular, testosterone-filled heroes, the battles are still exciting and complicated, and the art elevates them to another level. Each placement of a stone from a careful hand feels like it determines life or death as the game advances, and the feeling of excitement gained from each move never gets stale.

    This manga has truly touched me in a way that I have not experienced in some time. It is not for its incredible themes, its complicated metaphors, and symbolism. It's special because of Go. The game exists as we continue to evolve around it. In this way, Go will never stop being played. Maybe that says something about this manga. That the story of Hikaru, searching for the hand of God, will continue to reinvent itself as the game continues to be played.

    (Note: I thought Sai was a girl for about fifty chapters. He is still a girl in my mind)

  1. PeterPan
    PeterPan rated it
    ... Show More

    This is a 23-volume series about people playing a board game. Throughout the series, they play the game, improve, face strong opponents, and continue playing. Why would I give such a seemingly simple series a 9? Because it's amazing. The plot isn't as boring as it sounds. The story isn't really about the game itself; it's not like watching a chess match. In fact, the actual gameplay scenes are brief, and they don't go into too much depth that a complete beginner wouldn't understand. The most interesting parts come from the opponents they face, the dramatic irony of Hikaru having a Go master on his side without anyone else knowing, and how both protagonists and "antagonists" strive to improve themselves.

    The characters are one of the strongest elements in the story. There's a quote that says a story needs more than just a strong protagonist; you need a strong rival or antagonist for enjoyment. Here, we have Akira Toya, a formidable rival. The story isn't about an overpowered protagonist conquering everything; it's about overcoming obstacles to achieve something greater. The character development is beautifully done. Hikaru evolves not only in his gameplay but also in his attitude. All characters change and aspire to something. Another aspect often overlooked in manga and anime is physical development. This series starts before puberty, and the artist subtly changes the character designs to show their growth, creating a deeper connection with the reader, similar to how family members notice your growth after a long time.

    The reason my review is a 9 instead of a 10 is because not all questions were answered or concepts fully explained. There were no major plot holes that ruined the experience, but there were some minor issues. However, not every question can be answered. My favorite thing about this manga is that it's hard to pinpoint exactly what makes it so great. Some friends couldn't get into it, but if you do, you'll likely end up loving it. I highly recommend it to all manga lovers.

    READING ADVICE:

    If you decide to read it, try the first one or two volumes to see if it's for you. Once committed, when you reach volume 19, get all subsequent volumes. A significant arc starts around there, and it's towards the end of the series. You don't want to find yourself without the next books, though I'm not saying this from personal experience or anything.

  1. Carol_Santos_Souza
    ... Show More

    Hikaru no Go is a story about a boy who meets a spirit and learns to play Go. While the concept might seem mundane, at its heart, it's a coming-of-age tale of a boy discovering his passion for the game, facing challenges, and learning from those he encounters. Much like Nodame Cantabile focuses on slice-of-life comedy before music, Hikaru no Go emphasizes personal growth before delving into the intricacies of Go.

    --Story--

    The setting is very slice-of-life with the only supernatural element being the protagonist's encounter with a thousand-year-old ghost obsessed with Go. The story revolves around the rivalry between Hikaru and Akira, centered entirely on Go. There are no romantic subplots or fanservice beach scenes; every character and location serves the purpose of advancing the game. It almost feels as if the whole world revolves around this children's card game—I mean, Go.

    Besides the constant focus on Go, the story is enjoyable. You witness Hikaru's rise in the Go world as he faces new opponents and meets interesting, sometimes eccentric characters. The pacing is steady but can be slow at times. The most commendable aspect is how clearly the characters evolve, both in personality and appearance. However, one downside is that many storylines are left unresolved, leaving you unsatisfied. Characters set up promising arcs that end abruptly, and the series often feels padded with fillers just to prolong the narrative. Despite its potential, the rushed ending felt abrupt and incomplete, likely due to external pressures rather than natural storytelling progression.

    --Art--

    With Mr. Obata's artwork, it's aesthetically pleasing as always. The art is simple yet effective, though some characters can be hard to differentiate due to similar appearances. It's amusing when you can predict a character's importance based solely on their distinct hairstyle and larger eyes.

    On a side note, I appreciated the sly-looking characters who turn out to be good people, like Ogata. This adds an interesting twist for a Shounen Jump series where good and bad guys are usually easily identifiable by their looks.

    --Character--

    Hikaru is the central character and quite fun. He embodies the typical hot-bloodedness and naivety of a standard Jump protagonist, but his growth makes him engaging. You see him develop from a school brat into a mature Go player. His rival Akira fits the mold of a perfect, calm, and collected rival. Both are watched over by Sai, the spirit accompanying Hikaru. Sai is unique, blending wisdom with childlike wonder. Other characters are enjoyable but lack significant development due to brief screen time and abrupt subplot endings.

    It's unfortunate that some of the most intriguing characters are introduced late in the series, making them underdeveloped despite their potential.

    --Enjoyment--

    Hikaru no Go is an enjoyable read, even without prior knowledge of Go, though understanding the game enhances the experience. It's a fun, occasionally silly series worth reading for the character interactions and Hikaru's journey.

    --Overall--

    This is an overall enjoyable series worth your time, despite its wasted potential and some story missteps. At its core, it's a simple, lovable story about personal growth filled with fun characters. Approach it with this mindset, and you won't be disappointed.

  1. DDTheDreamer
    DDTheDreamer rated it
    ... Show More
    Before there was Bakuman, before there was Death Note, there was Hikaru no Go. This manga, based on the ancient board game Go (also known as Baduk), was created by Takeshi Obata and Yumi Hotta. The artwork in the early chapters is somewhat rough, but it improves significantly as the series progresses, eventually reaching the quality seen in Death Note. When I first picked up this manga, I had never heard of Go. It's an ancient Chinese board game that has been played for 2,500 years. You might have seen the documentary AlphaGo, which covers how AI defeated world champion Lee Sedol. It’s a fascinating film, and I watched it after reading this manga. **Story: 8/10** I have a soft spot for historical fiction and time travel stories. The first chapter of Hikaru no Go grabs you immediately and doesn't let go. You’ll likely read all 190 chapters in one or two sittings. The story begins when a young boy named Hikaru Shindou discovers an old Goban (a Go board). From the Goban emerges a ghost—the friendliest ghost you'll ever meet—Fujiwara no Sai. He is an ancient Go player from 1000 years ago whose soul was trapped in the Goban. Now he's free, and all he wants is to play Go. That's how he and Hikaru start their friendship and begin playing Go together. The manga follows them through various stages of growth in Hikaru's game. The story focuses heavily on themes like: 1. How rivalry can be a significant motivator. 2. The balance between hard work and talent. 3. Ambition. The characters are ordinary people, not trying to save the world, yet their intensity and competitiveness are so high that it gives you goosebumps. I find myself more excited watching Hikaru play his rival at Go than seeing another shonen protagonist save the world for the third time this week. The concept of "Hand of God" in Go is also intriguing. **Art: 8/10** The art starts off decent but becomes really impressive towards the end. I love that both Hikaru and Akira have distinctive hairstyles that make them stand out. Hikaru’s face matures in later chapters, and his friends grow too. Sai remains unchanged, of course. Thanks to this manga, I started learning a bit about Go. On rereading, I noticed that the game scenes are all accurate. When they discuss a specific situation, I can see it clearly in the panels. That’s pretty cool. **Characters: 8/10** I love Hikaru. He grows from a brat into a mature person within less than 200 chapters. He is kind and respectful to Sai, making him a true friend. He isn’t portrayed as perfect; for example, he talks rudely to his mom but later regrets it and speaks more lovingly. He also feels bad about not letting Sai play more games and messes up certain situations, making him relatable. The friendship between Sai and Hikaru is genuine and pure. Even when Sai gets jealous, he acknowledges it and controls himself. Sai is a cool mentor who taught Hikaru everything he knew about Go. Another note: I follow chess closely, and we don’t often see such detailed discussions after chess games. I loved seeing Go and even Shogi players in Japan discuss their games. It shows good sportsmanship. Maybe chess will follow suit. Akira Toya is a well-crafted rival, worthy of admiration. Koyo Toya, the Meijin and king of modern Go, is also well-drawn. Other memorable characters include Waya, Isumi, Akari, Mitani, Tsutsui, LePing, Ochi, Ogata, Kuwabara, and more. Meeting all these characters on paper is super enjoyable. Now that I think about it, everyone in this manga has only one goal—Go! In Bakuman, it was creating manga. In Slam Dunk, it was basketball. Passion-driven stories like these tend to be gripping. **Overall: 9/10** No matter how good a manga is, I usually give it a score of 9 only after rereading it multiple times. With this manga, every time I read the first chapter, I have to continue right to the end because it's so captivating. You don’t need to know Go to enjoy the story, but you might just start playing afterward! This manga doesn’t feature violence, romance, or slice-of-life elements. It’s simply about a group of people dedicating their lives to mastering a board game, and it’s more exciting than most other manga out there. Thank you for reading!
  1. OverlordOfDeath
    OverlordOfDeath rated it
    ... Show More

    I personally think that the story wasn't too original, but it didn't need to be. There are many ways one could expand on the concept of "a boy finds a board game with a ghost trapped inside it and starts enjoying the game." In this case, I believe Hotta Yumi did a lot of great things to make this idea more interesting. The story is filled with humor, which most readers would find enjoyable. There were also moments where you could relate to the characters, and for those who know how to play Go, it's particularly fun to listen to them review a game. Even if you don't play Go, this manga will teach you many things about the game and pique your interest in learning it.

    A significant letdown was the ending. There isn't much I can say about it other than that it leaves you hanging. You'll probably be left wondering about what could have become of the main character's life—and even about the minor characters with big goals. I'm not sure if that was the author's intention, but it does make you think. Since there is no sequel to the story, this feels like an unsatisfactory conclusion. It made me frustrated, but despite this, I still don't regret reading this manga.

    The art, as expected from Obata, was excellent. He put a lot of detail into the illustrations, and the humorous moments were partly due to how the characters were drawn. One thing I loved about the art was that at times, the characters appeared older than they actually were, showing their growth.

    The main character was your typical boy who never gave up on achieving his goal, making him fairly average as far as protagonists go. However, the other characters helped him mature, adding depth to his development. Overall, though, the characters weren't anything special. Unlike in Death Note or Code Geass, where you're rooting for specific characters or fall "in love" with them, here you might occasionally get caught up in the moment and want to tell the characters what to do for their own good.

    This manga was very enjoyable and is definitely not a waste of time.

  1. Lucky00onP
    Lucky00onP rated it
    ... Show More

    A kid can communicate with an old spirit from long-gone times who happens to be the best player of a game. The plot reminds one of Yu-Gi-Oh, but this series, even though much less popular, is significantly better. We all who enjoyed this show should be grateful that Shindo didn't tell anyone about Sai; otherwise, he might have been diagnosed with schizophrenia (though that could also make for a great manga).

    I was expecting a lighthearted, funny show without much suspense. Since the ghost was already the best player and Hikaru let him play, I didn't anticipate much drama. However, Hikaru becomes genuinely interested in the game and wants to play for himself. Watching his development, his rivalry with a Go prodigy, and his journey through the stages of grief when an important character disappears, it's all beautifully done and very moving.

    The latter part, in particular, I had to experience on my own when this series ended. I would have loved to watch Shindo even longer on his path. It felt like saying goodbye to a dear friend when the show concluded.

  1. henrry3874
    henrry3874 rated it
    ... Show More
    THIS IS A SPOILER-FREE REVIEW If you think about classic Shounen Jump manga, titles like "Dragon Ball," "Naruto," "Bleach," and the legendary "One Piece" come to mind. However, throughout its long history, the magazine has also published a variety of different stories. "Shounen" refers to the audience, not a genre, and "Hikaru no Go" is one such example. **Story – 9/10** The ancient Chinese board game "Go" enjoys immense popularity in East Asia, particularly in China, Japan, and South Korea. In the West, however, it hasn't gained much traction, possibly due to its complexity, arguably surpassing that of chess. Even in Japan, it's often seen as a game for older men. Hikaru, our protagonist, enters this world as a complete novice and learns the basics alongside the reader. Gradually, the manga introduces characters and delves into the intricate structure of the Go world. The narrative follows the classic sports anime formula: tournaments, training arcs, and significant character development. Watching Hikaru progress from a total beginner to a professional player should be less intense and interesting than it actually is. Much of this excitement stems from the matches themselves, which are highly intense and enjoyable, involving a lot of mental strategies and overthinking. Author Yumi Hotta doesn't shy away from making our main character lose frequently, only for him to return stronger. The manga also explores the pressures of being a professional player. Each story arc flows seamlessly into the next, creating an addictive experience. Honestly, this story is nearly flawless and, in terms of pacing and variety, even better than some of my favorite sports manga like "Slam Dunk" and "Haikyuu." So why isn't it a 10/10? Well, "Hikaru no Go" is infamous for having one of the worst endings in Shounen Jump history. Right after one of the best and most thrilling tournaments, showing great potential for future arcs, the manga abruptly ends. This ending is so poor that it significantly impacts the overall rating. **Art – 8/10** Takeshi Obata, known for "Death Note" and "Bakuman," provided the art for this manga. His style is unmistakable and dynamic, with distinct character designs and expressions that perfectly convey tension during matches. Obata uses clothing styles to illustrate character development, with Hikaru being the prime example. Initially, the art was more simplistic, reflecting the slice-of-life elements early on. Some panels showed signs of inexperience. However, as the series progressed, Obata refined his style, improving steadily until the final chapters, where character designs closely resemble those in his next major work, "Death Note." **Characters – 9/10** What sets this manga apart from something like "Slam Dunk" is the diverse range of characters. It not only focuses on teenagers but also emphasizes older professionals and other leading figures in the Go world. Hikaru has become one of my favorite main characters ever. His growth from a complete novice to a professional player is inspiring. His eternal rival, Akira Touya, serves as the perfect motivation for him to improve and eventually defeat him. Another notable character is Fujiwara no Sai. While he has supernatural elements, the themes surrounding his character are very relatable and down-to-earth. His circumstances contribute significantly to the uniqueness of this story. **Enjoyment – 10/10** This is one of the fastest-paced, most intense, and engaging manga I have ever read. I wholeheartedly recommend it to everyone. Even if you've never heard of Go or think it looks boring and uneventful, I challenge you to read this. It embodies the term "page-turner." - Marco_Yooo FINAL SCORE - 9/10
  1. deadmandreaming01F
    ... Show More

    First, there is my story. When I stumbled upon the game of Go, I found this manga as a reference in a video reviewing famous Go players. This manga kept me interested in the game of Go. I imagined that if the manga chapters were still ongoing, I might still be playing Go. Unfortunately, it all came to an end with the last chapter, and my last Go game was just a few days after. I just couldn't bring myself to play the game again.

    This manga's story is really interesting for me. I can feel the emotions of the main character—the sadness, joy, and everything else. I feel a connection with the main lead and the other characters (I don't know why, but I easily build connections with fictional characters). Their ambition to reach the highest level, their perspective on life through the lens of the Go game—it's all just too good for me.

    I can't say enough about how good and wholesome this manga is. Sometimes, it really hits the spot.

  1. Faier
    Faier rated it
    ... Show More

    When it comes to ancient Oriental board games, Go stands out for being either extremely boring, extremely difficult, or extremely intense—or perhaps all three. It’s not an easy game to play, and matches are seldom concluded quickly. Yet, Hikaru no Go, a manga that centers almost exclusively on Go, manages to make the game seem exciting and intriguing enough to spark newfound appreciation for one of the oldest games around.

    It's curious how action-packed manga rarely captivate me, yet a manga about a board game (of all things!) can drive me to distraction and leave me sobbing over cliffhangers. Each chapter is more engrossing than the last, and if you find yourself saying, "I’ll stop reading after this chapter... No, after the next one... Damn, it’s a cliffhanger, I have to read the next volume... When it gets dark, I’ll stop... I’ll turn on the lights..." You probably won’t rest until you’ve practically devoured all the available volumes.

    Beyond the captivating story, Obata Takeshi’s artwork is another reason to love this series. The art is simple yet crisp, lending a fresh feel to each page. The inks are bold and striking—no wispy strands, frail noses, or flowery embellishments here. Everything is quite realistic. The details, right down to the shoes, are fantastic. Seriously, I adore Hikaru’s outfits. He’s like a Nike poster boy. Moreover, if you read the manga from Volume 1 all the way to Volume 20 in one sitting, you’ll notice something remarkable: Hikaru grows up right before your eyes. Literally. In many manga where the storyline spans several years, characters often remain static, but here, Hikaru grows taller, loses some baby fat, and Akari matures physically. This attention to detail is genuinely fascinating. About the only thing that remains unchanged on Shindou-kun is his hair—though it’s shorter in the back in later volumes. The art style also becomes cleaner and the inking smoother as the series progresses, showing that it’s not just Hikaru whose style evolves. By the end of Volume 23, Obata Takeshi’s art closely resembles his incredible work in Death Note, a far cry from the first volume of Hikaru no Go.

    However, this manga may not be for everyone. I admit that those who dislike wordy manga or stories without action, magic, or romance might not enjoy it much. Still, if you’re looking for substance and realistic inner struggles without excessive angst or hyperactive silliness (although there are still some elements of both), this is a great manga to read. It can appeal to anyone with even a hint of ambition, which is ultimately what the story is about. Comedy lovers will find plenty to enjoy too, as the manga doesn’t take itself too seriously. It would help to have some basic knowledge of Go, so you might want to learn the game and play occasionally (though playing might drive you even more crazy). Hopefully, Hikaru no Go will achieve one of its primary goals—to reach out and make young people (or anyone, really) interested in this challenging yet highly rewarding strategy game.

  1. KrinLucy
    KrinLucy rated it
    ... Show More
    Finished being published in 2003, created by Takeshi Obata (art), known for his works on Death Note and Bakuman, and Yumi Hotta (story); Hikaru no Go (English: "Hikaru’s Go") is one rollercoaster of a manga.

    Go, the main focus of the story, is an ancient tactics game that originated from China approximately 3000 years ago. A complex game, much like Chess, it is commonly associated with the elder generations.

    This is where Hikaru no Go comes in. Taking the youth by storm and literally turning the Go world around, it takes a presumptively boring game, thought to be played only by 'oldies,' and incorporates it into a teenager’s manga. And it’s no one-trick pony as to how it popularizes Go practically overnight.

    The story is simple; Hikaru is plunged into the world of Go after Sai, a spirit from a Go board, takes residence in his consciousness. Through Sai, Hikaru starts taking an interest in the game. Sai, by dictating moves to Hikaru, beats the child prodigy Akira. Thinking it was really Hikaru who had beaten him, Akira starts chasing down Hikaru—starting an epic battle and rivalry for many years to come.

    The story is, in essence, realistic. Not the part about Sai taking place in Hikaru’s mind and whatnot but the part about Hikaru starting off and remaining for a long time, a mere amateur. So he doesn’t start off like everyone else, what with a spirit starting off his passion, but his progress and journey from amateur to pro are. Even with the supernatural element, the story still remains realistic because that element is very minor.

    In most shounens, the main character has a lot of natural talent and always seems to beat every major opponent that endangers his honor or his path to becoming the best. However, Hikaru has neither. He isn’t the best during the course of the series, loses a LOT of games throughout it, and just isn’t annoyingly fabulous like most shounen protagonists.

    How it manages to run for 191 chapters on a story that is supposed to be all about Go isn’t a wonder either, because it DOESN’T just focus on Go throughout the whole saga. There are many games shown throughout the series, yes, but also keep in mind that it is also a drama.

    And what a drama it is.

    Character relationships and characters themselves play a big part in the drama aspect. One important character relationship is Sai and Hikaru. Teacher and Student. Friends. They may be forced to be stuck with each other, but it becomes apparent that they value each other's companionship. Yumi Hotta’s clever manipulation of this pair brings the reader to some level of heart-wrenching emotion as you progress through the manga, as you would assume this goofy pair would always remain a comedic goofy pair.

    The rivalry between Akira and Hikaru is another splendid character relationship present throughout the manga. It’s an awkward relationship. They don’t like the other but they don’t dislike them either. They’re rivals but to an extent, they also become friends. It’s an admirable rivalry, possibly up there with L and Light’s rivalry from Death Note. From the age of 12 to 16 and probably for the rest of their natural lives, they are completely obsessed with chasing the other’s shadow, trying to beat them. They’re eternal rivals. The other’s existence becomes so important to them because without the other, Go becomes boring for both.

    Art critic or not, there’s no doubt that Takeshi Obata is extraordinary. The art is so realistic it’s hard to remember that HnG is only a story, as it is as if the whole thing is brought to life. Even the most minute detail is there—from backgrounds to the clothing patterns to the design on the shoes. The most amazing thing again about the art is Hikaru and Akira (and every other character who started out as a 12-year-old at the start of the manga). As aforementioned, the story starts when they’re 12 years old till they’re 16, so when you read the manga, you literally see them grow right before you, volume to volume—which adds to the “coming of age” part of the story. They become taller, their baby fat thins, and their jaw and shoulders become more defined. Not only do they grow height-wise, but also in maturity. Character development is another excellent part of HnG. Every experience brings forth a lesson for these characters, every volume shows a little difference in their character. Hikaru may have started off as a naïve, ignorant, and somewhat insensitive little boy, but no way does he end like this.

    The fact that the characters develop physically and mentally adds sentimentality to the story. You feel a part of their lives. The reader can’t help but feel things for the characters when they have conflicting inner struggles and resolves or even for the outside battles.

    The other characters in the HnG family are fantastic; do not be fooled that this is just about Hikaru and Akira. Every character is important—all carrying their own personalities, struggles, and values. Of course, with it being a manga about Go, most characters would be Go players; though this does not necessarily mean that they are only shown before the Go board. Moreover, the fundamental characters aren’t just kids. There’s a wide range of ages in characters—from as young as 10 years old to as old as 60. Surprisingly, these adults are just as common to see in HnG just as much as the kids—especially in shounen, this is certainly a rare sight, since adults either seem extinct, easily disposable, or unimportant in them. There’s even a broad range of nationalities: Koreans, Chinese, Germans, Americans, etc., showing that Go is an international game enjoyed throughout the world.

    What surprises most readers is the exceptional emotional drama, which isn’t as strong in the anime. Although the anime has done an excellent job in sticking with the manga storyline, the intensity, feelings, atmosphere, and drama are far beyond that of the anime version. It is almost a wonder how a manga about a board game can manipulate a person’s emotions so well—it can have you laughing, annoyed, moved, feel sad, and (if you’re a bit of a softy) cry. The only real problem I had with this manga is its unsatisfactory ending, right in the last couple of pages of the final chapter. However, this can be cast aside because of my overall enjoyment of the rest of the series, which is undoubtedly high.

    Knowledge of Go is irrelevant when reading this. Most foreign readers do not know what Go is when they start. However, inevitably, the reader will want to know and learn about Go. Filled with inspirational messages along the way, great characters, development, and bonds, realistic stories, and quite questionably, exciting games, it’s no mystery as to how it managed to sell 22 million copies in Japan alone and even stir up the Go world in other countries around the world.

  1. AstaClover7282
    AstaClover7282 rated it
    ... Show More

    I went into this story with no knowledge of Go, its origins, or its popularity in Asia, despite having spent three years in South Korea and China. I now regret not learning more about this game or the series while I was there. Never did I imagine I'd find such enjoyment in a coming-of-age story about a game I knew nothing about. I'm glad I was wrong.

    Hikaru no Go Volume 1 was misplaced in the library, and I picked it up and started reading as I walked to the front desk. By the time I reached the counter, I was asking where the other volumes were. Within two weeks, I had read the entire series and wished it hadn't ended, while also being glad I could see the conclusion.

    I won't go into details, but I have to say that if I hadn't read the last two chapters, I would have been left wanting. While I still wish I could see what happened between Hikaru and Akira and their companions, the series ended on a positive note while maintaining a realistic view. Hikaru and Akira are prodigies, but they don't always dominate the competition. Their games grow realistically, meaning they are far from perfect and still have a long way to go to achieve their dreams.

    The story isn't particularly original, as there are countless tales about individuals striving for success in their chosen fields. What caught my attention was the relationship between Hikaru and Akira. It's a friendly rivalry that keeps them focused on their dreams.

    Sai just made me smile. Who wouldn't want a ghost from the past to befriend them and help with their homework? The fact that he taught Hikaru Go was an added bonus. He'd make a fun cosplay character.

    The supporting characters in the series are equally entertaining, and at times, I felt they didn't get enough page time. It would have been nice to see more of their growth, which could have extended the series by another ten volumes or so. Even though the story centered around Hikaru, his supporting characters were essential to his journey. In my opinion, they deserved more spotlight.

    Toward the end of the series, the focus shifted quite a bit. While Hikaru, Akira, and a few others remained the main characters, several side stories emerged, reducing the time we saw the main characters. This made the manga feel like a different story altogether since it originally centered on Hikaru's journey. Although the side stories were necessary, they altered the manga's tone somewhat.

    Since I'm unsure whether this review will show up for the anime or manga, I wanted to point out one issue with the anime. My friends have mentioned disliking when a woman voices a male character. In many cases, it doesn't bother me much, provided the voice actor can keep up with the character's development. However, the seiyuu for Hikaru didn't quite manage this. She was perfect for him at twelve, but lowering her register slightly as he aged would have made the character more believable. His appearance changes as he grows older, so should his voice.

    All in all, I'd recommend this manga to almost anyone. It's a simple read, parents could easily read it to their children for fun, and it's a great way to learn about an extremely complex game through the eyes of a beginner who grows throughout the story.

  1. NickaidodHf
    NickaidodHf rated it
    ... Show More

    First and foremost, Hikaru no Go is an absolute MUST READ!!!

    Many popular manga nowadays tend to be either Slice of Life (SOL), Isekai, or mainstream shounen. Reflecting on past manga or anime I've enjoyed, I recalled the first manga I ever read: Hikaru no Go.

    When I first started reading Hikaru no Go back in 5th grade, I was captivated by its art style and storyline. The distinctive character designs of the main characters left a lasting impression on me over the years. Due to this, I decided to revisit Hikaru no Go to give it a thorough rating on a scale of 1-10.

    After reading the first five chapters, I was completely hooked. Since I had forgotten much of the story, it felt almost entirely new to me, even though I vaguely remembered how it would unfold.

    The chapters vividly describe Hikaru's personality as extremely ADHD and not very bright, while using different lighting techniques to convey deep thought and evaluation through Sai's telepathy.

    When Hikaru meets his rival, the rest of the story becomes more predictable. However, I stayed invested and did not regret it.

    Unlike many other manga, Hikaru no Go doesn't ignore the passage of time. Characters graduate from school and return later as grown men. Hikaru's appearance changes as well, leading people to become more impressed with him as he matures.

    I could go on forever about Hikaru no Go, but my fingers are killing me, and honestly, I'd rather do something else than rant on MAL where no one will see this.

    All in all, I'd give it a 10/10 for its fantastic plot and characters.

Leave a Review

[!--temp.footer--]