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A History of Modern Manga
  • Language: en
  • Pages: 204

A History of Modern Manga

  • Categories: Art

"The history of manga is inextricably linked to the social, economic, political, and cultural evolution of Japan. Essential to the daily lives of its inhabitants and to its economy, manga is one of the drivers of the international development of one of the world's largest economies. Discover, over the pages and years, the major events and artists who have marked the history of modern manga in this new, updated and expanded edition"--

blanc et noir: Takeshi Obata Illustrations
  • Language: en

blanc et noir: Takeshi Obata Illustrations

  • Categories: Art

A collection of best-selling artist Takeshi Obata’s work from 2001–2006, which contains definitive illustrations from popular series Death Note and Hikaru no Go. This gorgeous oversized art book is encased in a silver-stamped slipcase and is stuffed with 132 pages of full-color art, several massive foldout posters, special papers and 12 pages of artist commentary, including a “how to draw” section. It also includes three large double-sided laminated posters. This incredibly special art book is being offered as a limited edition print run of 10,000 copies.

Hikaru no Go, Vol. 2
  • Language: en
  • Pages: 198

Hikaru no Go, Vol. 2

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! -- VIZ Media

Hikaru no Go, Vol. 12
  • Language: en
  • Pages: 192

Hikaru no Go, Vol. 12

Hikaru's career as a professional Go player begins! In his first game, he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud, or make him like an amateur? -- VIZ Media

Hikaru no Go, Vol. 16
  • Language: en
  • Pages: 194

Hikaru no Go, Vol. 16

Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...? -- VIZ Media

Anime, Religion, and Theology
  • Language: en
  • Pages: 345

Anime, Religion, and Theology

This book brings together scholars to unpack the religious ideas, themes, motifs, texts, traditions, and practices that suffuse anime. Immensely popular with Western audiences since the 1980s, anime continues to be a prominent medium through which contemporary people, especially younger generations, are engaging ideas about God or ultimate reality, the world, and the self. This volume brings an academic lens to anime and shows the central role that religion plays in the intellectual and visual architecture of many popular shows, including Dragon Ball, Madoka Magica, Gurren Lagann, Sword Art Online, and more.

Hikaru no Go, Vol. 18
  • Language: en
  • Pages: 214

Hikaru no Go, Vol. 18

The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner. -- VIZ Media

Hikaru no Go, Vol. 20
  • Language: en
  • Pages: 204

Hikaru no Go, Vol. 20

Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association? -- VIZ Media

Hikaru no Go, Vol. 8
  • Language: en
  • Pages: 208

Hikaru no Go, Vol. 8

Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him. -- VIZ Media

Hikaru no Go, Vol. 4
  • Language: en
  • Pages: 202

Hikaru no Go, Vol. 4

Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do...except to learn more about Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go! -- VIZ Media