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Hikaru no Go


Published: Thu, 01 Dec 2005 06:31:25 -0500

What would you do if you were an 11-year-old boy who uncovered an old Go board while poking around in his grandfather's attic? Since Go is an old person's game that requires all sorts of strategy and way too much thought, you'd probably act like Shindo Hikaru and plan to sell the board to buy video games. But what if you saw blood stains on the board and heard a voice when you touched it? You'd probably act like Hikaru again . . . and promptly faint.

So begins the first volume of one of my favorite manga series, Hikaru no Go. The manga centers around the difficult game of Go--a popular Japanese board game that involves a wooden board marked off with 19 lines horizontally and 19 lines vertically. Stones are placed on the intersections of the lines to claim "territory" and to capture your opponent's stones. Each side has advantages: black always goes first, but white receives 5.5 points at the end of the game to compensate. Although Go is a complicated game with hard strategies involved, it can be a fun pastime for anyone. It is upon this premise that Hikaru no Go builds its storyline.

Now, you're probably sitting there, skimming past the useless explanation of how to play, because you really want to know what's going on with the blood and the voices with this particular Go board. When Hikaru announces that he can see the blood stains on the Go board, he awakens the spirit of Fujiwara-no-Sai, a legendary Go master who was an instructor to the Emperor of Japan centuries before. In one split second Sai enters Hikaru's mind and resides within his "consciousness." Since Sai's only desire is to play Go, he makes life difficult for the active Hikaru. Like any sixth-grader, Hikaru is not too keen on sitting down to let Sai play a long, boring game of Go. However, when Sai demonstrates his ability to make Hikaru sick if he doesn't play, Hikaru decides he might as well try. When he goes to a local Go salon and Sai plays a masterful game against a child prodigy, he finds himself suddenly catapulted into the world of professional Go.

Even though the manga's main characters are a sixth-grade slacker and a centuries-old ghost, Hikaru no Go still presents an engaging story for teenagers and even adults to read. Because of the young age of the characters the manga is thankfully without language or inappropriate situations. The most objectionable content would appear to be the extreme competitiveness of some players and certain selfish attitudes, all of which appear only rarely. The story follows an interesting protagonist, as Hikaru is sucked into a world he claims to hate. As time goes on, his character develops and he begins to take an interest in Go for himself rather than just to appease Sai. As the other main character, Sai plays an extremely important role in the story, serving as an alternating mentor and student to Hikaru. While Sai tries to teach Hikaru to properly play Go, Hikaru teaches Sai about the modern world (resulting in some hilarious scenes in which Sai gets extremely excited over trivial things like soda machines). Sai's customary seriousness vanishes every now and again to reveal a childlike quality about him, making him a very enjoyable character to follow. Hikaru's happy energy and frequent cluelessness also contribute a great deal to the manga's charm. The supporting characters are equally interesting and include a Go prodigy whose father is the reigning world champion, a girl who knows nothing about Go but wants to learn, and a smart geek who plays a Go endgame superbly.

All in all, the manga captures your attention from the first page and carries you with it throughout the subsequent chapters. The characters are well-written and funny, and the inclusion of Go techniques and styles start to make the reader itch to try them himself. The story of Hikaru and Sai is a great introduction to Go and to manga in general. I highly recommend this series for everyone.

Manga Rating: 10/10

 

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