Next book

SORCERY!

THE SHAMUTANTI HILLS

From the Sorcery! series , Vol. 1

The many opportunities for inaction can dull the experience, but it’s a cut above Choose Your Own Adventure in both visuals...

Background noises, a self-adjusting narrative and stiff but elaborately detailed animated figures add extra avenues of engagement to the first episode of this four-part role-playing game, which was originally published across the pond in print in the 1980s.

Played from an aerial viewpoint on a pinchable landscape map, the game starts “you” (a generic warrior-wizard) in Outpost Settlement, where food and a spell book can be “purchased.” Then it’s on down a series of forking roads through rough towns and with encounters with hoodlums, headhunters and other hazards on a quest to claim the Crown of Kings from the distant fortress of Mampang. Or dying suddenly, which happens early and often but can be turned into a do-over by touching “rewind” buttons. Each tap on the central figure causes a brief passage of text plus directions for sword- or spell-action options to slide out from the edges. Banners at the top track remaining stamina, gold and food levels, plus a spirit animal that’s intermittently available for bailouts. Though some of the illustrations are just black-and-white line drawings, true animation is minimal, and too many of the action choices involve doing nothing or actually avoiding engagements, satisfying quantities of swordplay and spellcasting await experienced young gamers. Unlike the print versions, there is no way to skip ahead if players get stuck, however.

The many opportunities for inaction can dull the experience, but it’s a cut above Choose Your Own Adventure in both visuals and complexity of play. (iPad adventure game. 11-13)

Pub Date: May 1, 2013

ISBN: N/A

Page Count: -

Publisher: Inkle Studios

Review Posted Online: June 11, 2013

Kirkus Reviews Issue: July 1, 2013

Next book

THE SCHOOL FOR GOOD AND EVIL

From the School for Good and Evil series , Vol. 1

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic.

Chainani works an elaborate sea change akin to Gregory Maguire’s Wicked (1995), though he leaves the waters muddied.

Every four years, two children, one regarded as particularly nice and the other particularly nasty, are snatched from the village of Gavaldon by the shadowy School Master to attend the divided titular school. Those who survive to graduate become major or minor characters in fairy tales. When it happens to sweet, Disney princess–like Sophie and  her friend Agatha, plain of features, sour of disposition and low of self-esteem, they are both horrified to discover that they’ve been dropped not where they expect but at Evil and at Good respectively. Gradually—too gradually, as the author strings out hundreds of pages of Hogwarts-style pranks, classroom mishaps and competitions both academic and romantic—it becomes clear that the placement wasn’t a mistake at all. Growing into their true natures amid revelations and marked physical changes, the two spark escalating rivalry between the wings of the school. This leads up to a vicious climactic fight that sees Good and Evil repeatedly switching sides. At this point, readers are likely to feel suddenly left behind, as, thanks to summary deus ex machina resolutions, everything turns out swell(ish).

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic. (Fantasy. 11-13)

Pub Date: May 14, 2013

ISBN: 978-0-06-210489-2

Page Count: 496

Publisher: Harper/HarperCollins

Review Posted Online: Feb. 12, 2013

Kirkus Reviews Issue: April 15, 2013

Next book

THE MECHANICAL MIND OF JOHN COGGIN

A sly, side-splitting hoot from start to finish.

The dreary prospect of spending a lifetime making caskets instead of wonderful inventions prompts a young orphan to snatch up his little sister and flee. Where? To the circus, of course.

Fortunately or otherwise, John and 6-year-old Page join up with Boz—sometime human cannonball for the seedy Wandering Wayfarers and a “vertically challenged” trickster with a fantastic gift for sowing chaos. Alas, the budding engineer barely has time to settle in to begin work on an experimental circus wagon powered by chicken poop and dubbed (with questionable forethought) the Autopsy. The hot pursuit of malign and indomitable Great-Aunt Beauregard, the Coggins’ only living relative, forces all three to leave the troupe for further flights and misadventures. Teele spins her adventure around a sturdy protagonist whose love for his little sister is matched only by his fierce desire for something better in life for them both and tucks in an outstanding supporting cast featuring several notably strong-minded, independent women (Page, whose glare “would kill spiders dead,” not least among them). Better yet, in Boz she has created a scene-stealing force of nature, a free spirit who’s never happier than when he’s stirring up mischief. A climactic clutch culminating in a magnificently destructive display of fireworks leaves the Coggin sibs well-positioned for bright futures. (Illustrations not seen.)

A sly, side-splitting hoot from start to finish. (Adventure. 11-13)

Pub Date: April 12, 2016

ISBN: 978-0-06-234510-3

Page Count: 352

Publisher: Walden Pond Press/HarperCollins

Review Posted Online: Dec. 21, 2015

Kirkus Reviews Issue: Jan. 1, 2016

Close Quickview