Hikaru no Go, Vol. 2: First Battle

Hikaru no Go, Vol. 2: First Battle

4.6 6
by Yumi Hotta
     
 

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With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya. Wait. Who are we kidding? Hikaru: sure and steady...? Yeah, right! In between all the shenanigans Hikaru gets himself into during school and after, and dealing with Sai's unhappy sobs when Hikaru tries to run away from playing

Overview

With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya. Wait. Who are we kidding? Hikaru: sure and steady...? Yeah, right! In between all the shenanigans Hikaru gets himself into during school and after, and dealing with Sai's unhappy sobs when Hikaru tries to run away from playing Go, his fame is growing. Principals, teachers and Go tournament kids alike are all wondering who this unruly bronco of a Go player is. Tetsuo, a Shogi punk who has a beef of his own with Akira, harasses poor Hikaru at first--then later puts him on his own Go team! Meanwhile, Akira, looking for a rematch with Hikaru, is surprised to find Hikaru playing with a third-rate Go club. You won't be disappointed with the further adventures of this dynamic Go duo!

Editorial Reviews

Library Journal
The board game Go, similar to Othello and with a complexity exceeding that of chess, has been played in Japan for hundreds of years. Sixth-grader Hikaru Shindo thought Go was uncool until he found himself sharing his consciousness with the 1000-year-old ghost of Go master Fujiwara-no-Sai, who is haunting the world until he can play "the divine move." After starting to play just to get Sai to stop bothering him, Hikaru becomes genuinely interested in the game. When he plays using only his own knowledge, Hikaru is just a beginner with flashes of insight; but when he lets Sai take over, he's unbeatable. Hikaru's fluctuating skill level mystifies his opponents, especially Akira Toya, a seventh grader with professional-level playing skills. Obata's artwork is strong and appealing, and the series' good humor arises from its characters-Hikaru's capriciousness and big mouth tend to get him into trouble, but his pursuit of the game has a refreshing earnestness. Running 23 volumes in total, this winning entry in Viz's "Shonen Jump" line of boys' manga is recommended for all ages. Copyright 2005 Reed Business Information.

Product Details

ISBN-13:
9781421550138
Publisher:
VIZ Media
Publication date:
03/26/2012
Series:
Hikaru No Go Series , #2
Sold by:
Barnes & Noble
Format:
NOOK Book
Pages:
195
Sales rank:
518,286
File size:
77 MB
Note:
This product may take a few minutes to download.

Meet the Author

Takeshi Obata was born in 1969 in Niigata, Japan, and is the artist of the wildly popular SHONEN JUMP title Hikaru no Go, which won the 2003 Tezuka Osamu Cultural Prize: Shinsei "New Hope" award and the 2000 Shogakukan Manga award. Obata is also the artist of Arabian Majin Bokentan Lamp Lamp, Ayatsuri Sakon, Cyborg Jichan G., and the smash hit manga Death Note. All You Need Is Kill is his latest work following the hugely successful series Bakuman.

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Hikaru no Go, Volume 2 4.7 out of 5 based on 0 ratings. 6 reviews.
Anonymous More than 1 year ago
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Guest More than 1 year ago
Go is a game not similar to othello but more like a version of Risk involving black and white stones on a grid. It is an ancient Japanese board game and this gripping Go drama does the board game more than justice.
Guest More than 1 year ago
This is a really great manga, the start of a great new series. All should buy it!