Hikaru No Go commences with great vigor. It skillfully acquaints the reader with the complexities of Go, while simultaneously establishing the stakes for its engaging coming-of-age narrative centered around Hikaru. The premise is straightforward: Hikaru stumbles upon an ancient go board. When he touches it, he becomes inhabited by a spirit over 1,000 years old, who was formerly a go instructor. Driven by the desire to let the spirit Sai, who dwells within his consciousness, play the game he adores so deeply, Hikaru begins frequenting go salons to play.
Yumi Hotta masterfully lays the groundwork for the series. The seeds of rivalry for both Hikaru and Sai are sown in the father/son duo of Akira and Koyo Toya. Hikaru's interest in go starts to flourish as Sai realizes there are modern aspects of the game that he must learn. Takeshi Obata's realistic art style pairs perfectly with the series. The characters' expressions seem authentic, and there is a beautiful approach to this down-to-earth story that, admittedly, contains a supernatural element.
Overall, this series presents a wonderful opening volume for anyone intrigued by a coming-of-age manga with a sports (board game) dimension. It manages to blend the excitement of the game with the emotional growth of the characters, making it a captivating read from the very beginning.