A Familiar Face = From the moment he began playing go, Hikaru relied on Sai's supernatural support. Now that his mentor has vanished into thin air, will he be able to handle the demands of life as a pro? Meanwhile, Hikaru's archrival Akira is playing so well even veteran players tremble at the mention of his name. And now, at long last, the two boys will play each other...
Yumi Hotta (堀田 由美 Hotta Yumi, most often written as ほった ゆみ) is a Japanese mangaka, best known as the author of the best-selling manga and anime series Hikaru no Go, about the game of go that is widely credited for the recent boom of the game in Japan. The idea behind Hikaru no Go began when Yumi Hotta played a pick-up game of go with her father-in-law. She thought that it might be fun to create a manga based on this traditional board game, and began the work under the title of Nine Stars (九つの星 Kokonotsu no Hoshi), named for the nine "star points" on a go board. She later worked with Takeshi Obata (the illustrator) and Yukari Umezawa (5-Dan, the supervisor) in the creation of Hikaru no Go. She won the 2000 Shogakukan Manga Award and the 2003 Tezuka Osamu Cultural Prize for Hikaru no Go.
After months of being scared that Sai has left his body, and quitting Go, and actually going to school, Hikaru is persuaded to play, and finds Sai was there all along.
Meanwhile, Sai is kicking butt and taking names on the professional circuit.
Hikaru is playing go again and he managed to get a semblance of closure with Sai. This volume marked a return to what made it great. This would have been a good ending point.
Hikaru and Akira have their first real match together. According to Go Weekly there's a new "tsunami wave" of young Pro players coming: Akira Toya, Hikaru Shindo, Ochi, Waya and Isumi. What will the future of Go in Japan hold for them? Hikaru dreams of Sai, Sai hands him his fan. Sai lives within Hikaru.
The only really important thing that happens in this volume is.. Hikaru finally plays Akira, in a professional match. It's their first real game since they first became obsessed with one another, their first game since Hikaru truly set out on the path of go, and their first real game ever, really, since it was actually Sai playing for most of their first game.
Surrounding this match, there is a lot of fillerchatter from the journalists of Go Weekly talking about the "rising tide" of new go players, some catching up with older characters (Toyo Sensei signs a contract to play in the Chinese league, and Hong, the Korean go prodigy Hikaru played several volumes ago, is now a rising pro in Korea), and there's even a cute scene in which Hikaru almost sort of flirts with Akari. (He invites her back to his house to play a game of go. What a smooth ladies' man...)
And the volume ends with a dream, in which Hikaru meets Sai one last time.
If this were the end of the series, I'd say it was a pretty nice conclusion. In fact, it read as if Yumi Hotta actually planned to end the series here.
But, I know there are actually six more volumes. So, will the rest be anti-climax? We'll see.
4.5 stars, because the filler was filler, and because the emotional build up to a final resolution seems kind of wasted when the series actually continues on.
It was rather hilarious, but predictable, that when Hikaru Shindo discovered Sai in his Go and that it was okay for him to continue to play Go, the first thing he does was to leave his house and rushes over to where Akira Toya is playing his match to tell him that he's back.
His very first game back as a Professional was with the person that beat him in the Young Lions Tournament, but this time he won. Shindo keeps playing and winning as he chases Toya, while he himself keeps paving the way, taking each milestone with ease. They keep playing and winning and then the day comes – the match of Shindo vs. Toya. Oh, as a side note, Shinichiro Isumi passes the Pro Exam without any losses.
Unlike the last time these two were going to play (tankobon #13), they both show up on time. Toya notes that it has been two years and four months since they last played and both were exited to play this game. The game spans over a few chapters and it was really intense, mainly because both players were eager to play with each other – in the end, Toya barely won.
However, the most important thing happens that night. Shindo dreams – he dreams about Sai. In the dream, Sai doesn't speak, but he's smiling at Shindo. One last act before he disappears altogether is to pass his fan to Shindo – one that he's always holding. It was the symbolic passing of the torch as sorts – it was a good dream and a wonderful way to end the tankobon and the Sai arc.
All in all, I really like reading this tankobon, it finally gives Shindo closure over losing Sai. While Fujiwara-no-Sai was my favorite character and I understood the reason why he needed to move on, I'm really going to miss him from here on out. I'm looking forward where this series would continue to from this point onward.
Hikaru has returned to the world of professional go, and has a match against... AKIRA TOYA! This is a fully realized Hikaru, committed to playing and understanding of his flaws. It's incredible to watch him finally start to come into his own as a true professional, and to have everyone around them acknowledge it too. There's a point here where the adults are all talking about how many people are interested in Hikaru Shindo, how many pros have acknowledged him, and it's incredible to realize over the 16 (or now 17) volumes that Hikaru has done so many things worth praising. And now even Akira is starting to notice him as a true rival! It's coming full circle and oh-so-satisfying to read.
Hikaru returns to playing go as Hotta explores a theme: "one genius alone isn't enough for a truly great game."
So much character development gets resolved here that I thought at first this was the end of the series. Checking the web, though, it looks like she's setting up one more major storyline before the end. The older go players standing around in wonderment at the new generation gets a little thick at times, but I'm looking forward to seeing where it's all going again.
4.5/5 (Review is for the series as a whole and does not contain spoilers)
12-year-old Hikaru finds an old Go board in his grandfather’s attic and accidentally frees the ghost spirit of a young Go teacher from medieval Japan, named Fujiwara-no-Sai. Sai has a strong passion for Go and wants to achieve the “Divine Move,” but unfortunately for him, Hikaru knows nothing about Go and has little interest in learning the game. When Sai finally convinces Hikaru to play, they defeat fellow middle school student, Akira, who has been training relentlessly with his father, Go master Toya Meijin. Akira, who is good enough to go pro, is shocked at his defeat and declares that Hikaru is his rival. This rivalry sparks a passion in Hikaru, who decides to learn the game and soon becomes a good enough player in his own right.
This series is appropriate for the middle grade age group, and may inspire readers to want to learn how to play the game of Go. The author consulted with actual Go players to make the manga moves more authentic, and throughout the series there are tidbits and instructions on how to play and resources for learning more about the game. In addition, this series teaches valuable lessons about friendship and explores some of the challenges in coming-of-age, especially as we grow up and move away from some people. This series is also likely to appeal to fans of sports manga, as it features similar story telling devices, and works to build tension in the Go games that the players play. Overall, this series is a fun, low stakes story that makes me want to learn a bit more about the game of Go.
All good stories have a dip in which the main character must get themselves up off the ground and forge forward...well this is the volume! I will leave out details but let's just say...this volume is good good stuff! The books when you have them all in your hand, are so addictive you will want to go right into the next one as soon as you complete the prior. The series is seemingly getting closer to the end. I honestly could say that this volume was an almost perfect ending, but maybe what comes after this might garner further praise, but if this was the end...I might have given this very volume 5 stars.
Playing against Isumi helps Hikaru realize that Sai is now in his Go - if he wants to see Sai, even just a shadow of him, he must play. And so he does, and proceeds to win. There are rumors of a Japan-China-Korea Junior Cup, and players like Akira, Hikaru, and Ochi would be Japan's best chance. Meanwhile, Hikaru has his first match against Akira in two years and four months.
Oof. This is technically a slow volume, and I got a bit tired of older dudes talking about the up-and-coming youngsters, but the beginning was great - seeing Hikaru cry and realize he must play in order to see Sai (if I were Isumi, the way Hikaru was acting would have made me assume there was a death in Hikaru's family). So was the ending, with Sai silently passing his fan on to Hikaru.
I loved that Akira could see Sai in Hikaru's playing style but also appreciate Hikaru as his own player. He's no longer chasing after Hikaru because of the player he thinks he is (Sai) but truly seeing him as he is. If I remember right, this is where the anime ended (not counting the special), and it's a nice stopping point for those who liked Hikaru and Akira but also really liked (and really miss) Sai.
This could be the end of the series. Maybe those who want a more fantasylike quality actually should stop here. After a final farewell to Sai, the later volumes become more grounded in reality and focus on one tournament among many that are surely ahead for Hikaru, Akira and the rest of them.
Many topics are revisited and given another spin; the essentially endless nature of the road to divine move is discussed again; also appreciated a shoutout to the computer Go here—who knew, and yet it was right.
The interaction between our two rivals is as electrifying as ever. All you are is the Go you play.
SPOILER . . . . . In this volumes Hikaru returns to the tournament and plays against Toya. Toya utters his believe that Hikaru is Sai or at least Sai is Hikarus alter ego. Hikaru promisses to tell him someday. We see the first inklings of a life long Bro-Enemy relationship. This gives me idea that the author planned for Hikaru to emancipate himself from Sai. I was still hoping for Sai to come back, but then Hikaru had a dream where Sai gives him his fan.
This entire review has been hidden because of spoilers.
Hikaru ha capito che Sai non se n’è mai andato, ma che vive nel suo Go, anche se è suo e suo soltanto, come dice Akira quando alla fine giocano insieme per la prima volta dopo anni. Shindo saluta per sempre Sai, in sogno, dove gli regala il suo ventaglio. Credo che non lo rivedremo più. Intanto la nuova ondata del Go è infine arrivata e nei prossimi volumi si abbatterà sancendo la parola fine a questa lunga avventura.
Hikaru has found his love of go again, and is set again on his trajectory with Akira. We see him come back into the fold of the pro players, with echoes of Sai everywhere. Most importantly we finally see Akira and Hikaru have their rematch. It has been a long time coming; and it delivers in spades. The Sai arc of this series ends with chapter 148. If one desires, it even works as a satisfying end for the series.
Oof Hotta-Sensei is not pulling any punches in the last volumes. I feel so connected to these characters! I’m so proud of Hikaru for finding it in himself to begin playing again, and I’m happy that now everyone is recognizing him as Akira’s rival after all this time! Even though I’ve still got a bit to go, I can’t help but wonder how this manga will end.
Shindo's back and better than ever! Also, I see, in this volume, why I shipped Akira and Hikaru so much. Hikaru is literally the only one to make him second-guess himself and lose his cool. He acts his age around Hikaru and yes that's because he sees him as a rival, but it's hurting no one that I ship them as well. :P
Hikaru continues along the path out of his funk that he discovered while playing Izumi at the end of last volume. He returns to professional play and after winning several matches in a row faces Akira in the preliminaries of the Meijin Title championship.
The beginning and ending of this volume always get me. Hikaru's resolve to finally move forward is also great to read. The interaction between Hikaru and Akira has always been one of the central relationships of the series and so seeing them become front and center in this volume was satisfying. I also loved the little banter that Hotta inserts between the two at the end of the volume. They're always so serious about Go that is it easy to forget that they're only in middle school. The easy going part of their relationship helps to break to tension much like the child-like whining of Sai did. (Only in manga would I find the whining of a grown-up adorable. Anywhere else and I would probably want to smack someone.) But seeing Hikaru and Akira act their age for once is a breath of fresh air.
The dynamic of the series definitely has changed with the departure of Sai, but the note of bittersweetness helps to move the series forward in an interesting way. Looking forward to watching Hikaru really come into his own, Go and art-wise! I think this is the volume when I realized just how much Hikaru has grown. He was such a little pip-squeak in volume 1!
This is probably the point in the series, where the phrase "Too bad it didn't end here" seems to be the most apt.
It's here where all the major threads of this series seem to resolve itself nicely: Sai's disappearance, Shindo's maturity, and Shindo's rivalry with Toya. But I guess, in the end, if a series were to end at their natural potential, then publishers wouldn't be able to sell as many volumes as they'd like.
Unfortunately, it's as if this volume was filled with unnecessary 'padding', that really had nothing to do with the main plot of the series. Most were of the same theme of "the next generation" which segued to the buildup for the next (and final) arc of the series, the Junior Cup.