Reviews

Aug 22, 2009
Hikaru no Go is, in essence, an anime about the world of Go; about the game, the friendships and rivalries that arise in this world, the challenges, obstacles and feelings. This is a lot to actually live up to, and Hikaru no Go most certainly fills its role well.

It starts out very simle, in a way you've probably seen before. The main character, Shindou Hikaru, encounters a paranormal apparition by coincidence while stumbling around in his shed, and only he can see it. Said apparition is, in fact, the ghost of a skilled Go player from the past, Fujiwara no Sai. He really wants to play a game of Go, and as such Hikaru brings him along to a Go salon, where he finds a kid his age which he can play. Since only Hikaru sees Sai, Hikaru must play the pieces for him. Of course, fate throws a twist by letting the opponent be a prodigy almost strong enough to become a professional Go player. Sai, skilled as he is, beats this kid, Touya Akira, to a pulp. From here, a wild goose chase after the illusion of Hikaru starts. Sai of coruse manages to get Hikaru into the game, and he eventually chases after Akira. As such we have Hikaru chasing after Akira, who again is chasing what he thinks is Hikaru. Voilá, the stage is set for an intense anime full of emotions, drama and, of course, Go.

The plot from there is, for the most part, what I said above. Through tournaments, encounters at Go salons, school Go clubs, Inseis (aspiring professionals), and eventually the professional world of Go, we see these two chase after each other, and what remains in their wake. Quite honestly, the plot is very barebones, but that is completely irrelevant, because Hikaru no Go is in each and every way a character-driven series, which makes it in many ways more riveting and inspring than a plot-driven series.

And characters, we lack not. Aside the intense, heart-throbbing rivalry that develops between Akira and Hikaru, there are bucketloads of interesting side characters, who range from Go club members to hardened professionals who gaze as these two young players lead on a new wave of young and skilled Go players. Mostly everyone gets an acceptable amount of development, for example the challengers; why they play and what's at stake for them are usually revealed in a gripping way - I surely don't think I've ever rooted for ten characters when all of them posed as adversaries to the main character. The professionals and newspaper people's reaction to these up-and-coming kids, it all seems so real you kind of experience their surprise and excitement at this.

But of course, I can't get lost in the characters only; even though the characters are so good it's easy to forget the artistic qualities of the show, one must not at all forget the music and animation, which both play an impressive behind-the-scenes role in making this series what it is.

Let me ask you one question: When you were a teen, or if you're one now, have you ever looked at a picture from when you were two-three years younger? If so, the reaction "Holy mother of love, did I look *that* young?" is probably a familiar one. And when you watch this series, you'll probably end up thinking the same. For this is indeed a coming-of-age anime, following Akira and Hikaru from sixth grade through ninth grade, or three years. Their growth, while seen mostly in their Go playing and their personalities, is also very much reflected in the animation. Towards the end of the series, I asked myself: "Did they always look like that?". When they showed us flashbacks to the beginning, I realized, they did not. While you can recognize them, it is actually impressively easy to spot that they were different. Their faces, so much more child-like, and their stature lower. Much lower. I commend Pierrot for doing such a great job of reflecting their growth physically, too. It was so smooth that I couldn't say from one episode to another that, "hey, he looks older!", but on an overall basis, by skipping, say, twenty or so episodes at a time, I see that they gradually change.

Apart from that, the animators did an outstanding job. The next thing on the list is probably how they made the Go matches very interesting to watch. Just pain watching the stones being placed could've been very deterring, at least in the beginning. So instead they throw in a heap of special effects; lights, shadows, camera angles, intense effects when placing stones, even changing the background to make the game more in the center of attention, or even make a symbolic scape, for example the universe itself, symbolizing the "world" that is the Go board, and even the so-called Divine Move.

In general, Pierrot did an awesome job of making the show pretty to look at. Now, even in 2002 you had better-looking series, but it does not change the fact that it looks really nice. And they improve as they go on. It looks only mediocre in the first episode compared to the final episode. Among the stronger points I can mention clothes, backgrounds and effects when playing Go. The weaker parts are a bit annoying, but are mostly fixed upon as they go along, creating a most aesthetically enjoyable series. One problem is faces, which look a bit weird - at times some details are a bit misplaced -, but they do a nice job of expressiions, while not going overboard with them either, keeping a fairly serious tone. And later on, when I saw the sheer intensity in their eyes, I just thought "whoa!" and had to let a drop of sweat run down my cheek. The other problem is that sometimes when they placed stones on the board, the perspective was done entirely wrong, when the rest of the stones already there looked real nice. This, too, improved very much as the series went on, and in the latter stages I noticed very litte to none of this problem.

And now, the soundtrack, which was done quite nicely. No, that's an understatement. It was inspiring and evocative, all the while not taking over the series, doing a nice job behind the scenes to build up and strengthen the emotional impacts of the show. The intense feelings of the games, the sad feelings that happened occasionally between characters, it was all done with music that reinforced those feelings and made it enjoyable to the point where I felt this tingling feeling in my stomach. The opening and ending themes are quite nice, too. The first opening, "Get Over" by Dream, especially; its synth-pop rythms and lyrics are very inspiring, but it doesn't completely outmatch the others; they were all very strong candidates for favoritism and defnitely a worthwhile watch. Not to mention the final ending theme, which is a ten-minute half-instrumental, half-original mix of Get Over. That was a masterful piece of music.

All in all, Hikaru no Go provides sufficient character-driven, intense and emotional entertainment, which most people would find interesting. And don't let the pretense of a baord game like Go deter you from watching; it is hhgly enjoyable, and though I didn't really care for the Go, it remained interesting throughout the whole series. And the more enjoyable aspects of the show will definitely overshadow it if it comes to that. And for new and seasoned Go players alike, this is a very interesting ashow to watch!
Reviewer’s Rating: 9
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