Hikaru no Go Vol. #12 - Mania.com

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  • Art Rating: A
  • Packaging Rating: B+
  • Text/Translatin Rating: A-
  • Age Rating: 13 & Up
  • Released By: Viz Media
  • MSRP: 7.95
  • Pages: 200
  • ISBN: 978-1-4215-1508-3
  • Size: B6
  • Orientation: Right to Left
  • Series: Hikaru no Go

Hikaru no Go Vol. #12

By Sakura Eries     June 18, 2008
Release Date: May 06, 2008

Hikaru no Go Vol.#12
© Viz Media

Creative Talent
Writer/Artist:Yumi Hotta / Takeshi Obata
Translated by:Andy Nakatani
Adapted by:Andy Nakatani

What They Say
Hikaru's career as a professional Go player begins! In his first game he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud, or make him like an amateur?

The Review
Hikaru has finally achieved his goal of becoming a professional player! And to start off his go career, he and the other new rookie pros will be playing against the top veterans in the Shinshodan Series. However, the matchup for his first game far exceeds Hikaru's expectations when Akira's father, Toya Meijin, specifically requests to play him. His request is like a dream come true for Hikaru and Sai. But therein lies the problem -- will this rare opportunity go to Hikaru or Sai?

I have a confession to make. I have no interest in go at all. If I watched an actual go game, I'd probably fall asleep. In reading the series and watching the anime, I've hardly ever put any thought into what the little patterns of white and black stones on the board translate into (thank goodness for commentary from all the go game spectators). However, I've immensely enjoyed this series from the standpoint of a talented rookie player climbing the ranks under the tutelage of his genius mentor. It's been interesting watching Hikaru learn, meet and inspire others, and struggle against his rivals.

The manga now comes an interesting point. In the pros, Hikaru finally has the chance to battle it out against the strong players that Sai is dying to play against. However, these are not anonymous pickup games on the Internet. There is a huge gulf between Sai's and Hikaru's styles, and any game Sai plays will show up as an enormous deviation in Hikaru's track record. Not to mention, Hikaru wants to play against these pros as badly as Sai does. This creates a dilemma. Hikaru comes up with a solution to the Toya Meijin game that satisfies Sai, but I can't help but take Hikaru's side when he accuses Sai of being selfish. After all, when you think about it, Sai has already had two lifetimes (his own and Shusaku's) to play go. And the tension can only increase as Hikaru's ability and love for the game grows stronger.

Volume 12 extras include a story thus far summary, two 4-panel manga strips, the winners and other selected poems from a Hikaru No Go haiku contest that took place in Japan, and ads for other Viz titles.


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jnager 3/13/2012 4:53:10 PM

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