
a review by AguyinaRPG

a review by AguyinaRPG
There's likely little in Hikaru no Go that you haven't seen before if you're a fan of stories about passionate teenagers. Straddling the sports and shonen archetypes, the game of go sits at the epicenter of a narrative which is an exploration of character first - its subject matter second. Hikaru no Go is a classic example of a simple story done well with lots of plot turns and endearing personalities that make the read a worthwhile experience to see a standout example of its archetype.
One thing that sets the characters of this narrative apart from similar stories - which often focus too much on audience appeal - is that they are quite layered. Hikaru frustrated me through the entire story - in the best way possible. He's not a goody-two-shoes kid and there are some traits (like his relationship with his mother) that are genuinely repellent. Yet you see his genuine heart and where his attitude comes from without the need for an overwrought backstory. Sai is a delight to have around, but you come to understand that there are negative parts to his personality which emerge from his goal. Akira's discipline and willingness to learn largely overrides his almost comic obsession with having a rival to drive him forward. The stages of the narrative are familiar; it's just a change in circumstance that makes them feel more genuine.
Yumi Hotta brings life into the setting through a careful weaving of motivation and circumstance, but Takeshi Obata and his assistants give this manga so much character. His realistic renderings of backgrounds in a weekly series are awe-inspiring and his character designs are wonderful in that exaggerated and subtle way manga can be. The excellent interludes in the tonkoban volumes show a lot of insight as to how the two creators worked together - in some ways disconnected yet always driving towards the same idea. Both authors' efforts stand out for a commitment to detail, all circling back towards the importance of character in an authentic setting. Whether it be the fantastic visual metaphors which ensure critical go matches pop off the page or character behaviors that make you notice their deliberate absence from any given scene, both elements of the manga are exacting in a way few others are - and they are beautiful together.
While Hikaru no Go does a great job onboarding you into the world of the classical board game, it does sometimes run into some issues with moment-to-moment writing. There are some unnecessary recaps, outright statements of motivation, and a few leaps of logic that remind you this was a Shonen Jump story. The ending is also not as satisfying as I hoped in bringing all the plot elements together, though that doesn't make it a downer or a failure. With how much Hotta accomplished in the page count, it's hard to be too mad about the missed narrative potential. Generally the writing is more subtle than most kids entertainment, which makes it still worth reading for those experienced with this type of tale. It's a story with motivational power; little wonder go picked up in popularity during its run.
The story will both scratch an intellectual itch and that great heart of emotion within stories for this demographic. You'll get a perfect dose of twists on the formula, interesting questions about why we fight to win, and meaningful development of interesting characters. A simple story told well, reaching into the depths of its setting (turn of the Millennium metropolitan Japan) in ways that tie into the nature of the story.
A period piece, a sports story, a classic: That's Hikaru no Go.
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