Alternative TitlesEnglish: Hikaru no Go Synonyms: Hikaru's Go, Hikago Japanese: ヒカルの碁
Information
Type: Manga
Volumes: 23
Chapters: 197
Status: Finished
Published: Dec 8, 1998 to Jul 14, 2003
StatisticsScore: 8.251 (scored by 8014 users)
Ranked: #4232
Popularity: #106
Members: 13,062
Favorites: 819 1 indicates a weighted score
My Info
Popular Tags
comedy drama shounen sports |
SynopsisAfter stumbling across a haunted Go board, irresponsible Hikaru Shindo discovers that the spirit of a master player has taken up residence in his consciousness. In his pursuit of the "Divine Move," Fujiwara-no-Sai awakens in Hikaru an untapped interest and genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed Go prodigy Akira Toya!
(Source: Viz)
Note: There are 197 chapters total in the original release. |
Related MangaAdaptation: Hikaru no Go, Hikaru no Go: Journey to the North Star Cup
Reviews
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Yammin
53 of 66 people found this review helpful
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191 of 197 chapters read
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| Overall |
9 |
| Story |
8 |
| Art |
10 |
| Character |
9 |
| Enjoyment |
10 |
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 of the equivalent to Chess and is commonly known to be played amongst 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 which only ‘oldies’ are thought to play 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 plummeted 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 is. 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 seem to beat every major opponent that endangers his honour or him becoming the best, however Hikaru has or does 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 character 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 companionship. Yumi Hotta’s clever manipulation of this pair brings the reader to some level of wrenched heart 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’s 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 from 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 see, since adults either seem to extinct, easily disposable or unimportant in them. There’s even a broad range of nationality: 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 is 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 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.
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daimira
65 of 89 people found this review helpful
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189 of 197 chapters read
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| Overall |
9 |
| Story |
8 |
| Art |
10 |
| Character |
9 |
| Enjoyment |
9 |
As ancient Oriental board games go (no pun intended) Go, has a reputation for being either extremely boring, extremely difficult, extremely intense, or all of the above. It is not an easy game to play and a game is not easily finished, either. Yet Hikaru no Go, a manga that's all about Go and little else, made it seem exciting and interesting enough to stir some new-found appreciation for one of the oldest games around.
Strange how action-packed manga rarely draw me in, but a manga about a board game (for crying out loud, a BOARD GAME!) can drive me nuts and leave me crying over cliffhangers. Each chapter is more fascinating 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 pretty much read all the volumes available to you.
Aside from the engaging story, the art by Obata Takeshi is also something to love. The art is simple, yet the crispness of the images lends a freshness. The inks are bold and striking - no swishy strands, frail noses, and feathers and cherry blossoms here. Everything is pretty much realistic. The details right down to the shoes are awesome. Seriously, I love Hikaru's outfits. He's like a Nike posterboy or something. Also, if you read the manga from volume 1 all the way to 20 in one go (again, no pun intended) you will notice something rather surprising. Hikaru grows up right before your very eyes. Literally. I have seen manga in which the storyline spans at least two years and yet the characters never change. But here, Hikaru grows taller, loses some of the baby fat, and Akari fills out. This attention to detail is really very interesting. About the only thing that remains the same on Shindou-kun is his hair - though it's shorter in the back in the later volumes. The art style also grows cleaner and the inking smoother as the series goes along, which shows that Hikaru isn't the only one whose style is growing and changing. Obata Takeshi's art, by the end of volume 23, is noticeably similar to his incredible work in Death Note and is a far cry from HikaGo's first volume.
However, the manga may not be for everyone. I admit that people who do not like wordy manga or manga with no action, magic or romance will probably not enjoy this very much. Still, if you want substance and realistic inner struggles without the excessive angst and hyperactive SD-ness (although there are still some of those), this is a good manga to read. It can appeal to anybody with even the tiniest bit of ambition, as that is ultimately what the story is about. Those who like comedy can enjoy this, too, as it doesn't take itself too seriously. It would be better if you have some small working knowledge of Go, so you might want to check the game out and play sometimes (though playing is likely to drive you even more nuts). Hopefully, Hikaru no Go will achieve one of its obvious goals - to reach out and make the youth (or anyone, really) interested in this difficult yet highly satisfying strategy game. read more
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Similar stories, students wanting to be the best at something (Go for Hikaru no Go and Manga for Bakuman). They have rivals that are better than them, though the main characters practice a lot to reach their dream. Even though the stories are about Go and Manga, there is a lot of character drama in each.
Takeshi Obata does the illustrations for both manga series.
Both Hikaru no Go and Bakuman are series about following your dreams and becoming a professional at an unconventional career. Both series feature the protagonists trying to live up to and become better than a prodigy in their field and are pretty motivational stories about chasing after your dreams.
Not only that, but both feature art by Obata, which is always a plus.
Well, besides both being designed by Takeshi Obata-sama (Obata Takeshi-sama XD), both talk about kids who have a goal following a dream in Hikaru no Go, the main character, Hikaru Shindou ends up becoming interested in Go, after meeting Fujiwara no Sai, the spirit of a great Go player. On Bakuman, Moritaka Mashiro and Takagi Akito go to great lengths to make a success of their manga, and, Mashiro is driven to his promise to the young Azuki Miho, that when it is voice actor and manga Mashiro and Takagi win anime (and Azuki dub the protagonist xD), they marry.
In Hikaru no Go, Hikaru must confront their "rivals" in the world of Go, as well as Mashiro and Takagi compete with the other mangaka's. XD
Both have rival characters that are ahead of the main character in their respective fields. The Go battle somewhat is similar to the weekly rank battle.
Piece of life kind of manga. They both tell us about a journey to become the best and how they suffer through the road.
Great art by same manga artist, Takeshi Obata who is also the managa artist who made death note.
Stories about chasing dreams. Both main characters are very passionate and determined about their dreams (Mashiro being manga artist, Hikaru becoming pro Go player). Both Hikaru and Mashiro efforts fueled by their wish to surpass their rivals (Nizuma and Toya) and both have partner who always support them (Takagi and Sai). Hikaru no Go have more serious atmosphere, Bakuman is more comedic. If you like Bakuman, you will probably like Hikaru no Go too.
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Death Note is more mature than Hikaru no Go, but both have a very similar art style. The main characters also have a spirit/demon that follow them around. If you like one, then you'll like the other.
Both manga series are done by the same manga artist. However, Hikaru no Go is a lot lighter than Death Note. So if you are more interested in something dark and serious Death Not would be your pick.
Both are drawn by Takeshi Obata, so it means amazing art. Even if the plots are totally different, in both manga the main characters are guys who have a shinigami/spirit that follow them around.
Both series start with an average boy encountering the sole fantasy element in an otherwise true-to-life setting and being irresistibly drawn into a world in which is allowed to demonstrate his true abilities and judgment. And of course they both have a flair for the dramatic: board games and notebooks have never been so thrilling!
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Related ClubsA.S.A (Adiktus sa Anime), Akira Toya FC, Anime & Manga Recommendation, Anti-Shōnen Jump Association, April Birthdays!!, Battle Tournament Organization, Claim a anime/manga character!, Eleventy Billionth Club, Everyone is EMO, Go (igo, weiqi, baduk) Club (aka Hikaru no Go fanclub), Green Haired Anime Characters, HikaAki Lovers, hikaru no go, Hikaru no Go FC, Hikaru no Go! Club, Long Black/Dark Haired Guys, Manga > Anime, Manga Fans of the World, Marketplace Germany, Obata Takeshi FC, Polski FC Anime I Mang Sportowych, Purple and Blue Haired Characters, russian shounenfags!, Shonen Jump USA Club, Sports (Anime) Fans, The Fujiwara no Sai Fanclub, Virus, [☆] Kimono ★ Yukata [☆], ~ C.and.Y Fan.Club ~
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