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ARCADE

A confident SF thriller that deftly addresses themes of resilience, faith, and the value of video games.

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Thomas’ (A Sickness in Time, 2016, etc.) post-apocalyptic tale features a man hunting for his family and a lone technology company that’s survived the downfall of the power grid.

A series of electromagnetic pulses have rendered Earth’s electronic devices useless, throwing civilization back hundreds of years; most people call this event “the Change.” Vicious gangs, including the powerful, widespread Seventh, have hobbled law enforcement. Before the Change, FBI agent Walter Jackson had traveled from Memphis, Tennessee, to California’s Bay Area in search of his wife and daughter. Sarah and college-bound Maddie had left him because his work always seemed to be his primary focus. Now, eight years after learning Sarah’s grim fate, Walter remains in Sunnyvale as a cop, still searching for Maddie. One day, he and his partner, Hernandez, are investigating Seventh activity at an old roller rink. They break up a dogfighting pit, and one of the canines brings Walter to a corpse with a “red and black yin-yang” symbol tattooed on its arm. Using additional information from an acquaintance called Captain Anthem, Walter locates the Palo Alto company Terrestrial Economic Solutions. In their heavily guarded and somehow electrically powered underground facility, he finds a video arcade. A woman named Sloan Holt runs it, allowing teenagers to play nonstop and live on the site. She enigmatically tells Walter that TES researches “neurological topics.” The complex truth is that TES sent a manned mission to the Trappist star system; Sloan’s brother, Frank, was a crewmember with whom they lost contact after the Change. The author draws readers through his post-apocalypse in provocative stages. Echoes of Orson Scott Card’s Ender's Game (1986) and Ernest Cline’s Ready Player One (2011) set up the interlocking arcs of the characters, with each missing family in a broken world. The narration offers snarky critiques of how many people live today: “World-wide, precious snowflakes were...rediscovering how to survive without Twitter, skinny lattes, yoga pants, and beard wax.” He also mentions changes that happened before the EMP blasts; about mining asteroids for precious metals, readers learn that “Zuckerburg [sic] might have been involved after Facebook was broken-up by the Feds.” After Walter and Sloan meet, their quests combine; the mystery of Frank’s crew drives the plot, with Maddie’s whereabouts taking something of a back seat. Interpersonal drama at TES simmers as a man named Ashif Showkat pines for Sloan; he’s a Blender, maneuvering “bots” remotely from a special pod to explore the Trappist planet. Sloan, like Walter, puts work ahead of love and believes that Ashif “expected her to be his prize, which was both embarrassing and flattering.” Nostalgia is a force unto itself, as when Walter discovers the arcade, packed with hypnotic lights and sounds. Far from being regressive, the characters’ faith in the past proves to be a way forward. Thomas shows impressive skill at placing well-timed plot twists. Revelations about who finances TES, the origin of the EMP blasts, and Frank himself send the narrative soaring.

A confident SF thriller that deftly addresses themes of resilience, faith, and the value of video games.

Pub Date: Dec. 2, 2019

ISBN: 978-1-5439-8906-9

Page Count: 304

Publisher: BookBaby

Review Posted Online: Nov. 9, 2019

Kirkus Reviews Issue: Dec. 15, 2019

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  • New York Times Bestseller

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DEVOLUTION

A tasty, if not always tasteful, tale of supernatural mayhem that fans of King and Crichton alike will enjoy.

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Are we not men? We are—well, ask Bigfoot, as Brooks does in this delightful yarn, following on his bestseller World War Z(2006).

A zombie apocalypse is one thing. A volcanic eruption is quite another, for, as the journalist who does a framing voice-over narration for Brooks’ latest puts it, when Mount Rainier popped its cork, “it was the psychological aspect, the hyperbole-fueled hysteria that had ended up killing the most people.” Maybe, but the sasquatches whom the volcano displaced contributed to the statistics, too, if only out of self-defense. Brooks places the epicenter of the Bigfoot war in a high-tech hideaway populated by the kind of people you might find in a Jurassic Park franchise: the schmo who doesn’t know how to do much of anything but tries anyway, the well-intentioned bleeding heart, the know-it-all intellectual who turns out to know the wrong things, the immigrant with a tough backstory and an instinct for survival. Indeed, the novel does double duty as a survival manual, packed full of good advice—for instance, try not to get wounded, for “injury turns you from a giver to a taker. Taking up our resources, our time to care for you.” Brooks presents a case for making room for Bigfoot in the world while peppering his narrative with timely social criticism about bad behavior on the human side of the conflict: The explosion of Rainier might have been better forecast had the president not slashed the budget of the U.S. Geological Survey, leading to “immediate suspension of the National Volcano Early Warning System,” and there’s always someone around looking to monetize the natural disaster and the sasquatch-y onslaught that follows. Brooks is a pro at building suspense even if it plays out in some rather spectacularly yucky episodes, one involving a short spear that takes its name from “the sucking sound of pulling it out of the dead man’s heart and lungs.” Grossness aside, it puts you right there on the scene.

A tasty, if not always tasteful, tale of supernatural mayhem that fans of King and Crichton alike will enjoy.

Pub Date: June 16, 2020

ISBN: 978-1-9848-2678-7

Page Count: 304

Publisher: Del Rey/Ballantine

Review Posted Online: Feb. 9, 2020

Kirkus Reviews Issue: March 1, 2020

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THE HOUSE IN THE CERULEAN SEA

A breezy and fun contemporary fantasy.

A tightly wound caseworker is pushed out of his comfort zone when he’s sent to observe a remote orphanage for magical children.

Linus Baker loves rules, which makes him perfectly suited for his job as a midlevel bureaucrat working for the Department in Charge of Magical Youth, where he investigates orphanages for children who can do things like make objects float, who have tails or feathers, and even those who are young witches. Linus clings to the notion that his job is about saving children from cruel or dangerous homes, but really he’s a cog in a government machine that treats magical children as second-class citizens. When Extremely Upper Management sends for Linus, he learns that his next assignment is a mission to an island orphanage for especially dangerous kids. He is to stay on the island for a month and write reports for Extremely Upper Management, which warns him to be especially meticulous in his observations. When he reaches the island, he meets extraordinary kids like Talia the gnome, Theodore the wyvern, and Chauncey, an amorphous blob whose parentage is unknown. The proprietor of the orphanage is a strange but charming man named Arthur, who makes it clear to Linus that he will do anything in his power to give his charges a loving home on the island. As Linus spends more time with Arthur and the kids, he starts to question a world that would shun them for being different, and he even develops romantic feelings for Arthur. Lambda Literary Award–winning author Klune (The Art of Breathing, 2019, etc.) has a knack for creating endearing characters, and readers will grow to love Arthur and the orphans alongside Linus. Linus himself is a lovable protagonist despite his prickliness, and Klune aptly handles his evolving feelings and morals. The prose is a touch wooden in places, but fans of quirky fantasy will eat it up.

A breezy and fun contemporary fantasy.

Pub Date: March 17, 2020

ISBN: 978-1-250-21728-8

Page Count: 352

Publisher: Tor

Review Posted Online: Nov. 10, 2019

Kirkus Reviews Issue: Dec. 1, 2019

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