IMDb रेटिंग
8.2/10
1.5 हज़ार
आपकी रेटिंग
अपनी भाषा में प्लॉट जोड़ेंA sixth-grader Hikaru Shindo accidentally awakens the spirit of a deceased Go prodigy Fujiwara no Sai who then accompanies Hikaru and helps him develop his Go skills.A sixth-grader Hikaru Shindo accidentally awakens the spirit of a deceased Go prodigy Fujiwara no Sai who then accompanies Hikaru and helps him develop his Go skills.A sixth-grader Hikaru Shindo accidentally awakens the spirit of a deceased Go prodigy Fujiwara no Sai who then accompanies Hikaru and helps him develop his Go skills.
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Elsewhere I've tried to define a perhaps personal subgenre, "club films" or "but I don't belong to the club" films, works so inexpertly imbued with an obsession, a politics, a specialty, a cause that image and language fail to communicate to the uninitiated: not-for-laughs flat-earth treatises, causes screamed too loudly to decipher, music to which ears must be trained. Hikaru no go (HNG) is a different sort of club film, a wonderfully intricate one that I could hardly stop watching through 26 or so hours spread over ten DVDs. I'm not sure how well total non-players will follow it. Maybe they can. But it's enough of an insiders' document that I feel I need to list credentials before speaking about it.
This, as slight as they are, is them: I learned Go using a pair of software programs, Many Faces of Go (MFG) and Go Nemesis, four or five years ago, but I've never played a human. Against the earliest versions I often won. Now, against MFG 11.0, I almost never do. Lately I don't play at all, just do "Problems" now and then. A very different gaming world, chess, I know a little bit better. There too, I've never played in clubs, but I've read volumes, occasionally played up to Expert-rated club players, and once a Master who've happened to work with me. I've seen players' personalities clash with some pretty wild fireworks over the years even in my rather low-class workplace.
Recently the Italian film La Meglio gioventù shocked audiences here, by being entertaining, coherent, a unified whole, and not at all "long" at six full hours. At twenty-six, HNG has a novelistic feel. With a couple of exceptions (that in the US would cry "network intervention" (a baseball episode!)) toward the finish, it's no more episodic than a three-year TV series can help being. A single thread, Hikaru's introduction, through the ephemeral Sai, to the game of Go, and Hikaru's slow germination as a rival to Sai, drives every episode. Hikaru grows at such a credible pace that at the conclusion, despite his certain future, he's still losing games that a more "Rocky"-like hero would win. Rare indications of his true strength -- an angry win over a young Korean -- a furiously quick and accurate game on a trip seeking Sai's grave -- the "white-on-white" game -- the deliberate tie games -- and once simply seeing what Touya Meijin might better have played against Sai -- incorporate his future into HNG's present. At the same time, of course, he begins to lose his childhood. Adult opponents and companions play a big role. Hikaru's and Touya Akira's Go abilities undermine the traditional hierarchy of age. The game often removes Hikaru from school literally, but it increasingly removes him also from his schoolmates' concerns.
The clearly low-budget animation works better than fans spoiled by Miyazaki might expect. Its virtuosity is in its montage, not in detail of motion or shading but in the virtuosity of what is shown and when. At best it has the simplicity of sumi-e. Just often enough, Go positions punctuate the tale. These are real. Freeze the frame, and examine. Even if they're over your head, a novice can intuit something. Even a non-player may see that a stone slammed down in a vast open area marks an event. Miraculously, positions never halt the narrative. The flying-hands business placing crucial stones seems a little hokey at first, but I got used to it.
Complimenting the animation is exquisite voice-acting (I know nothing of the dub indicated in IMDb's cast list and count myself fortunate). How many ways are there for Hikaru and others to utter "Sai"? I don't know, but somehow the actors have found dozens and just the right ones. The adults always are adults, the children's voices age subtly, and each character sounds wonderfully distinct. Some may be unique to anime. Voices match images. I think just hearing the husky nasality of the unlikely girl (rice-bowl haircut) who drives the school Go club after Hikaru has to abandon it, you could almost picture her. She reminds me a little of the heroine of Junji Sakamoto's Kao (2000). The breathy wistfulness of Sai's voice foretells constantly his fate in the series, yet at other times he's childlike and so is his voice, but with just enough adult timber. Maybe obsession with a game is childlike, or maybe very old ghosts become childlike as can very elderly living beings.
I can think of just one film touch point for HNG, Kentarô Ôtani's Travail (2002), a live-action romantic comedy in which Shinya Tsukamoto (director of Tetsuo Ironman, 1988) plays the meek husband of a driven Shoji player. HNG is light years better. It's also light years better than any of the attempts to portray chess in English or European language films.
Finally, one down point, though ultimately irrelevant. Beginning I think with the second DVD (overseas box set, not Viz), the subtitling goes totally bizarre: virtually every verb is given the wrong tense and sometime plurals and singulars confused. HNG is so strong, in its story and its voice-acting, that this hardly mattered. It annoys, but that's all. Despite thousands of screen hours I've sat through, I doubt if I recognize a hundred words of Japanese. This goes on for a few disks, during which you'll stop noticing, until a more knowledgeable subtitler takes over.
This, as slight as they are, is them: I learned Go using a pair of software programs, Many Faces of Go (MFG) and Go Nemesis, four or five years ago, but I've never played a human. Against the earliest versions I often won. Now, against MFG 11.0, I almost never do. Lately I don't play at all, just do "Problems" now and then. A very different gaming world, chess, I know a little bit better. There too, I've never played in clubs, but I've read volumes, occasionally played up to Expert-rated club players, and once a Master who've happened to work with me. I've seen players' personalities clash with some pretty wild fireworks over the years even in my rather low-class workplace.
Recently the Italian film La Meglio gioventù shocked audiences here, by being entertaining, coherent, a unified whole, and not at all "long" at six full hours. At twenty-six, HNG has a novelistic feel. With a couple of exceptions (that in the US would cry "network intervention" (a baseball episode!)) toward the finish, it's no more episodic than a three-year TV series can help being. A single thread, Hikaru's introduction, through the ephemeral Sai, to the game of Go, and Hikaru's slow germination as a rival to Sai, drives every episode. Hikaru grows at such a credible pace that at the conclusion, despite his certain future, he's still losing games that a more "Rocky"-like hero would win. Rare indications of his true strength -- an angry win over a young Korean -- a furiously quick and accurate game on a trip seeking Sai's grave -- the "white-on-white" game -- the deliberate tie games -- and once simply seeing what Touya Meijin might better have played against Sai -- incorporate his future into HNG's present. At the same time, of course, he begins to lose his childhood. Adult opponents and companions play a big role. Hikaru's and Touya Akira's Go abilities undermine the traditional hierarchy of age. The game often removes Hikaru from school literally, but it increasingly removes him also from his schoolmates' concerns.
The clearly low-budget animation works better than fans spoiled by Miyazaki might expect. Its virtuosity is in its montage, not in detail of motion or shading but in the virtuosity of what is shown and when. At best it has the simplicity of sumi-e. Just often enough, Go positions punctuate the tale. These are real. Freeze the frame, and examine. Even if they're over your head, a novice can intuit something. Even a non-player may see that a stone slammed down in a vast open area marks an event. Miraculously, positions never halt the narrative. The flying-hands business placing crucial stones seems a little hokey at first, but I got used to it.
Complimenting the animation is exquisite voice-acting (I know nothing of the dub indicated in IMDb's cast list and count myself fortunate). How many ways are there for Hikaru and others to utter "Sai"? I don't know, but somehow the actors have found dozens and just the right ones. The adults always are adults, the children's voices age subtly, and each character sounds wonderfully distinct. Some may be unique to anime. Voices match images. I think just hearing the husky nasality of the unlikely girl (rice-bowl haircut) who drives the school Go club after Hikaru has to abandon it, you could almost picture her. She reminds me a little of the heroine of Junji Sakamoto's Kao (2000). The breathy wistfulness of Sai's voice foretells constantly his fate in the series, yet at other times he's childlike and so is his voice, but with just enough adult timber. Maybe obsession with a game is childlike, or maybe very old ghosts become childlike as can very elderly living beings.
I can think of just one film touch point for HNG, Kentarô Ôtani's Travail (2002), a live-action romantic comedy in which Shinya Tsukamoto (director of Tetsuo Ironman, 1988) plays the meek husband of a driven Shoji player. HNG is light years better. It's also light years better than any of the attempts to portray chess in English or European language films.
Finally, one down point, though ultimately irrelevant. Beginning I think with the second DVD (overseas box set, not Viz), the subtitling goes totally bizarre: virtually every verb is given the wrong tense and sometime plurals and singulars confused. HNG is so strong, in its story and its voice-acting, that this hardly mattered. It annoys, but that's all. Despite thousands of screen hours I've sat through, I doubt if I recognize a hundred words of Japanese. This goes on for a few disks, during which you'll stop noticing, until a more knowledgeable subtitler takes over.
10aditbiju
This is a really great show for All Ages, and a Grear way to introduce Anime to younger viewers
I loved the Manga the anime is based on. It being five year since I last read them, I was pretty excited to give the anime a try and wasn't disappointed at all. Ones I started watching I couldn't stop and ended up binge watching the whole 75 episodes within a week.
The story is based on the game Go, a board game popular in Japan. It's a character driven story told from the point of view of a 12 year old kid name Hikaru. He is introduction the world of Go when he get possessed by a friendly ghost who happens to be masterful Go player, his name being Sai. Along the way Hikaru develops a sportsman rivalry with another kid his age and they end up propelling each other's growth.
The theme of sportsman's competiveness, obsession and emotions are superbly covered. Although the main characters' are kids, the way their desires are shown should ring well with sports loving crowds of any age.
The anime is fifteen years old and the animation itself is dated but still decent considering it was made for a sliced of life theme. What this means is special effects were not needed, making it a story driven story then an animation dependent. The sound effects and music are good and complement the story emotions perfectly.
This was an anime I enjoyed watching a lot even though I knew of the story. On that note be warned, the ending might feel incomplete.
The story is based on the game Go, a board game popular in Japan. It's a character driven story told from the point of view of a 12 year old kid name Hikaru. He is introduction the world of Go when he get possessed by a friendly ghost who happens to be masterful Go player, his name being Sai. Along the way Hikaru develops a sportsman rivalry with another kid his age and they end up propelling each other's growth.
The theme of sportsman's competiveness, obsession and emotions are superbly covered. Although the main characters' are kids, the way their desires are shown should ring well with sports loving crowds of any age.
The anime is fifteen years old and the animation itself is dated but still decent considering it was made for a sliced of life theme. What this means is special effects were not needed, making it a story driven story then an animation dependent. The sound effects and music are good and complement the story emotions perfectly.
This was an anime I enjoyed watching a lot even though I knew of the story. On that note be warned, the ending might feel incomplete.
I can safely say that "Hikaru No Go" is the best anime show I've ever watched that is based on the ancient board game Go. Of course, it's the ONLY board game based on Go! After all, just how big can the demand be for this sort of thing?! Surprisingly, the anime both was popular AND featured in "Shonen Jump"....a manga magazine usually devoted to fighting manga.
So why did I give this one an 8? Well, much of it is because it is so unusual. Plus it manages to be one of a kind without being bad or utterly ridiculous...which you'd assume it would be! After all, the story is about a young man who has the ghost of a long-dead Go master following him about and helping him to become a great Go player! Silly....but also endearing and rather clever.
UPDATE: After finally finishing the series, I dropped my score a point. This is because "Hikaru No Go" is like many anime series, such as "Naruto", in that the pacing is glacial! Instead of the 70 plus episodes, it could easily have been told in half to 2/3 as many. A neat show and a lot of fun to watch...but just too slow to put it among the best anime programs.
So why did I give this one an 8? Well, much of it is because it is so unusual. Plus it manages to be one of a kind without being bad or utterly ridiculous...which you'd assume it would be! After all, the story is about a young man who has the ghost of a long-dead Go master following him about and helping him to become a great Go player! Silly....but also endearing and rather clever.
UPDATE: After finally finishing the series, I dropped my score a point. This is because "Hikaru No Go" is like many anime series, such as "Naruto", in that the pacing is glacial! Instead of the 70 plus episodes, it could easily have been told in half to 2/3 as many. A neat show and a lot of fun to watch...but just too slow to put it among the best anime programs.
क्या आपको पता है
- ट्रिवियाAnime adaptation of the japanese manga series of the same name based on the board game Go, written by Yumi Hotta and illustrated by Takeshi Obata. The production of the series' Go games was supervised by Go professional Yukari Umezawa. It was serialized in Shueisha's Weekly Shounen Jump from 1998 to 2003, with its chapters collected into 23 tankoubon volumes.
- कनेक्शनFeatured in AMV Hell 3: The Motion Picture (2005)
- साउंडट्रैकBokura no Bouken
by Kids Alive
टॉप पसंद
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- How many seasons does Hikaru no Go have?Alexa द्वारा संचालित
विवरण
- चलने की अवधि23 मिनट
- रंग
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