China vs. Japan The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a tight grip on himself can he possibly make a showing, but that's far easier said than done!
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.
With the final tournament arc in full swing, this volumes reminds the reader of how this artist makes the sedentary game of go visually exciting. It's as good as the other matches from the prior volumes.
Ko Yong Ha provokes Hikaru right before the first match of the Hokuto Cup. On the stage of the reception he says that if Hon'inbo Shusaku were to appear here today he would be no match to him. Therefore Hikaru requests Kurata to change the line up of the game against Korea, he wants to play in the first position against Korea's strongest player Ko Yong Ha. Even though Japan lost their first round against China, Kurata decides to let Hikaru play against Yong Ha the next day because of his strong second half game against Wang Shizhen. Slowly people around Hikaru realise that Hikaru's sensitivity towards Shusaku is not just on the basis of his admiration for him ...
The Hokuto Cup begins in this penultimate tankobon with China vs. Japan in the first round. With Ko Yongha playing first board for South Korea, Hikaru Shindo pleaded with Atshushi Kurata to make him first board for that match, so he could avenge Fujiwara-no-Sai who played as Honinbo Shusaku. Kurata knew Shindo's connection as a Shusaku aficionado in their first meeting and Akira Toya knows that Shindo's Go resemble Shusaku greatly. In the end, Kurata would decide after watching all their matches against China.
Thanks to Hon Suyon, Ko learned of the translation error from his prior interview and reiterated what he really said in the interview. However, to his discredit, instead of allowing Hon to tell Shindo what had really happened, because Hon wants everyone to be friends, Ko doubles down and further insults Shusaku in his statements in the Opening Ceremony.
Shindo's match against Wàng Shìzhèn started out poorly and because of the new situation and pressures he was in – he never played Go in the International Area and never in front of camera, he didn't play his best. However, he made a spectacular comeback and only in the end, did anyone find out that Shindo barely lost. Despite Shindo's loss to Wàng and Toya’s win over Lù Lì, Kurata decided to give Shindo his request to play Ko Yongha.
All in all, I really enjoyed this tankobon, it was tension filled and I find myself really rooting for Shindo to win his match against his Chinese counterpart, so he could face Ko in the final round. In the end, he still impressed Kurata and he was allowed to play against Ko. I'm really looking forward to his match and how the series would conclude in the next and final tankobon.
This penultimate volume finally heats the suspense up again. Hikaru, Akira, and Kiyoharu are representing Japan in the Japan-China-Korea Young Lions tournament, with Kurabata Sensei as Japanese team leader. After Korean player Ko Yong Ha supposedly insulted Sai's former student, Hon'inbo Shusaku, Hikaru wants to put him in his place. However, Ko Yong Ha is the top Korean player, which means Akira Toya is the one slotted to face him. Hikaru asks Kurabata to let him play in first position instead, and Kurabata says he'll decide after he sees the results of the Japan-China game.
So, this volume shows the games between the Japanese and Chinese players. Hikaru's game against Wang Shizhen is of course where all the drama is, and for most of the game, Hikaru is getting pushed around the board. In the endgame, after all the observers have pretty much written him off, Hikaru begins to channel his inner Sai and mounts an impress attempt at a comeback.
This was reminiscent of earlier volumes with high-stakes games, and leads us to the final volume, with Japan's game against Korea. Although there was nothing really new here - I think the series has just about played itself out, which is why it's good that it's nearing its end - it still brought back a little of that go magic, and there were parts of the game where I could actually look at the board and figure out what was going on.
The penultimate volume! I love how every move in the games of go look like action scenes almost, full of tension and drama. I love Yong Ha's willingness to play the villain in order to draw the best out of Hikaru, and how Hikaru's nerves fall way to his passion to play the game. I love that this tournament brings back some older characters, how rivals like Akira Toya can become characters we cheer for because they're all on the same team, and especially how it gives our protagonists some peers. Not other pros, not other young up-and-comers, but the next generation of greats. This whole series has been about Hikaru wanting to challenge Akira, and now they're teammates... equals... and here are the "Akiras" of China and Korea! The same new wave of young players, not just good but really good. Those who could change the future of the professional go scene, the next title holders who will be battling for the world!
We've always known Hikaru was good, and that he would eventually get the respect he deserves, and now that he's finally coming into his own as a true pro he's getting to face others that spark the same passion in him that set this series off in the first place. Hikaru has caught up to Akira and is now considered a rvial, can he catch up to Yong Ha and prove the same thing?
This volume focuses on stress and competitiveness, and the character interactions and development. While the game of Go is at the center of the story, this volume is very much about personalities and their interaction. I would recommend this to anyone interested in what makes a competitor tick.
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.
Suyong suspects that Ko Yong Ha did not diss Shusaku and goes to him to confirm this. It turns out to have been a terrible mistranslation, but Yong Ha decides to roll with it and publicly needle Hikaru some more. Hikaru, in response, begs to be first in the match against Korea, even though he knows Akira is the more likely choice. Kurata says he'll do it if Hikaru can impress him against China - he figures this will fire Hikaru up enough to help him win. In Japan's match against China,
Hikaru's mom attended the China game!
After so many less focused volumes, it was nice to have one solely devoted to a single tournament. This volume really ramped up the tension and kept the focus on the series' younger characters. I just wish
Akira was so very close to figuring out the whole Hikaru and Shusaku thing on his own. He even remembered that, in his first game against Hikaru, Hikaru used a few archaic moves. And at the end of the volume, Hikaru came so close to explaining why he got into Go and why Shusaku is important to him. Publicly, even! Akira was visibly disappointed that Hikaru was cut short. Me too, Akira, me too.
Additional Comments:
In this volume, Hotta mentions the existence of something called the Hikaru no Go Gorgeous Characters Guide. The translation made it sound like it was previously only available in Japanese but had since been made available in English. If that was the case, it's out of print and unavailable now. I came very close to buying a copy of the Japanese edition (on Amazon it's $5-8 including shipping!) but reminded myself that I'm currently at negative shelf space and don't have room for something I can't even read.
Hikaru no Go reaches its penultimate volume. The Hokuto Cup has begun; and the Japanese team takes on China in the opening matchup. There's a lot of tension between them; as Ko Yong Ha purposefully riles up the night before the tournament. We get a solid amount of time learning his motivations for doing so. The go games themselves are exciting; partly due to the dynamics at play but also Obata's art makes the game leap off the page. Hikaru is dead set on carrying on Sai's legacy, a motivation that is beautiful to see as it has been built up over the past few volumes. Hikaru no Go is strong in its final volumes; and I hope the final one delivers. 4.5 stars.
What a volume! I will keep this review short because the only thing stopping me from beginning the final volume of Hikaru No Go is what you are currently reading. The series has been such a pleasant read I am so glad that I got my daughter into it as well. We are reading together and this may be the first time all year I am out ahead of her on a volume. Thats how enjoyable this one was for me. It all comes together and it's a very exciting series by Hotta, Obata and Umezawa! The Tournament is in full swing, and the battles promise to be fierce!
SPOILER . . . . It´s hard to destinguish the plot now, cause I read the last 7 volumes in one day last saturday. there was NO WAY I would put the series down. I wanted to see the end! (even though I knew there would be an open end, cause we cannot follow Hikaru and Akira their whole life long). The international tournament begins and there is a lot of drama on the side lines. It´s not as exciting and intense as I expected it to be.
This entire review has been hidden because of spoilers.
It's genuinely fun to see Hikaru grow, but the specter of Sai still lingers. Still sad to see that storyline pruned, since Sai is as much a main character as Hikaru. The story feels a little bit lesser without our favorite ghost. Kind of wish we could have seen both characters continue to progress as the story continued.
It's hard to believe that this excellent series is going to end with the next volume. However, this penultimate book delivers in setting up for the big finale. There's an amazing amount of tension and action contained within the panels on the page, and I can't but wonder how this would have translated over to the Anime version. With Sai no longer part of the storyline, Shindo and Toya carry along the story nicely. The artwork is once again nicely featured with some excellent background renderings. As a bonus, there is the complete game between Kiyoharu Yashiro (black) and Hikaru Shindo (white). This is the famous game where black opened on the 5-5 point and white answered with Tengen!
A very Hikaru and Akira heavy volume. Lots of meaty matches and dramatic showdowns, especially Hikaru versus Ko Yong Ha, whose arrogance makes a testy situation a hundred times worse. Is the next volume really the last? Honestly, it doesn't feel like that.
This story is comfort food for me. I can't quite put my finger on what keeps me rereading/rewatching this and the anime, but my interest in Go certainly helps. I also like that it's a generally positive story about getting good at something.