There's also several other overly corny chapters and moments, including the last twenty or so chapters. And I don't care for Isumi's time in China. I don't care for feir time in the middle school go club, though I can recognize its necessity storywise. Fe learns go quickly and eventually becomes somewhat of a late-game maestro, being able to come back from nearly impossible board states. At first, Hikaru does so begrudgingly, but fe soon develops an interest in the game. Hikaru encounters Sai, a ghost of a genius go player, who basically forces Hikaru to start playing. The Divine Move-the idea that there's an ideal first move in a game-is a stupid hook intended to create a clear goal for those serious about go, when in actuality becoming more skilled has less to do with getting closer to some Divine Move and more to do with getting better at predicting your opponent's moves and understanding the state of the board (which the manga also talks about). But I can't help but feel that the manga would've been much better without the inclusion of the concepts of the Divine Move, the god of go, or destiny. It makes a slow and thoughtful strategy game feel intense and passionate. Like a million other people, once I read Hikaru no Go, I tried my hand at playing go.
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