Monday, September 17, 2012

Review: 'Hikaru no Go, Volume 1' by Yumi Hotta & Takeshi Obata

While exploring his grandfather’s shed, Hikaru discovers a Go board haunted by the spirit of Fujiwara no Sai, a great Go player from the Heian era. Since Hikaru is the only person who can see or hear Sai, he decides to take up residence in a part of Hikaru’s mind. Urged by Sai, Hikaru attends a Go Salon and unwittingly challenges a very advanced player, Akira. Playing under Sai’s direction, Hikaru defeats Akira, causing an upset in the world of competitive Go. Will Hikaru continue to play Go? Will he rely on his own skill or Sai’s? Will Hikaru or Sai ever make the Divine Move?

Hikaru is very funny, especially his reactions to Sai’s thoughts and comments. Akira is an intriguing opponent and there are informative and interesting entries on the game Go throughout the manga. I would recommend for anyone, but will hold special appeal for teenage boys.  Well written, wonderfully drawn and very entertaining.   Every public and middle school or higher library should have it in their collection.

Book Source: Local Library
Reviewer: Rebecca

Recommended Ages: 13+ Mild swearing

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