Hotta, Yumi & Obata, Takeshi. (2004-) Hikaru no Go (Andy Nakatani, Trans.). San Francisco: Viz Media.
Twelve year old Hikaru was just minding his own business, looking around his grandfather’s attic for stuff to pawn (ok, maybe not minding his own business) when he stumbled on a go board haunted by the thousand year old ghost of go enthusiast, Fujiwara no Sai. Only now that Sai’s met Hikaru, he has no intention of staying in the attic – he wants to play more go - and drags Hikaru with him, into a world of competitive and passionate people, where he makes friends, rivals, and enemies.

If you asked me if I’d like this series before I read it (and people did) the answer would have been “hell no.” It’s about go, which as far as I was (and still am) concerned is like chess, but with little round stones. So, the series had to be really boring, right? Wrong. This series is excellent – the art is wonderful, the story telling is compelling, and the overall experience is addictive. The story follows Hikaru from 12 to 18, from Sai’s reluctant proxy, to an enthusiastic professional player, using his own strengths and abilities. Once I started, I couldn’t stop reading (and I was lucky, because I had the entire series, but American readers should be aware that only half of the series has been published as of now.) The manga doesn’t take a microscopic, obsessive view of the game itself, but uses it as a tangible object around which the characters act out obsession, competition, rivalry, pride, revenge, and triumph like any great story. The result is that you may not learn a hell of a lot about go, but you definitely enjoy the ride.
For me, the most compelling part of the story is (antihero?) Akira Touya. Akira is the rising young progidy of the go world, with his title-winning father and his heaps of natural talent and careful training. And all of that crashes around his head when he tries to make (his first!) friend in Hikaru and ends up totally smushed at go by Sai. Of course, he doesn’t know it’s Sai, prompting Hikaru from the shadows, all he knows is that he’s suddenly got a rival his age – a rival that’s strangely reluctant to face him. And he doesn’t handle it well – but he handles it interestingly. (Stalking, among other things, is involved.)
Booktalk Hook: Did you ever think it would be kind of cool to be haunted by a ghost? Poor Hikaru probably hadn’t thought anything like that at all – but when it happened to him, it wasn’t cool, because all the ghost wanted to do was make him play a really boring old game. But – was it really that boring?
If you like this: Check out the movies Onmyouji and Onmyouji II, for more Heian era ghosts. Although these ghosts aren’t friendly, harmless, go enthusiasts – they’re dangerous. And only Abe no Seimei’s powers and Hiromasa’s – uh – flute, are standing between them and total destruction. Or if you want the younger, friendlier version, try Shonen Onmyouji instead.