Next book

THE GHOST OF WRECKERS COVE

A tender mystery that explores loss, sisterhood, and childhood magic.

Awards & Accolades

Our Verdict

  • Our Verdict
  • GET IT

A summer in a haunted Maine lighthouse brings two young sisters together in Del Campo’s graphic novel for children.

When siblings Cristina and Martha arrive with their father at a quiet coastal village for the summer, they’re not expecting much excitement. Cristina especially misses the city; upon discovering a lack of Wi-Fi, she shouts, “How do people even live here? Urrggg….” But their new home, next to an old lighthouse, has a lot to offer. It’s like “living inside a real live mystery,” as Dad puts it; there’s a famous local legend about its vanished keeper, a missing lens, and a violent storm long ago. The girls soon encounter Ida, a strange, soft-spoken girl who appears and disappears without warning and seems to know a lot about the lighthouse’s troubled past. Encouraged by their father’s tales of fictional girl detectives, Cristina and Martha form their own secret sleuthing society and set out to solve the mystery. Their search takes them to the village library, a forgotten museum, and even a crumbling cliffside cave, uncovering clues that tie together ghostly sightings, legendary land pirates called “wreckers,” and a priceless jewel lost at sea. The pair begin to suspect that they may need to help Ida accept the truth of what happened so many years ago—a fitting task for two girls who are also quietly processing the recent loss of their mother. Despite its ghostly apparitions and dark themes, Del Campo’s story is more sweet than spooky, and Liniers’ illustrations employ a muted palette and watercolor texture that matches the quietly emotional story. “I will always believe in fairies and magic,” Martha announces to dismissive Cristina at one point, and this tale of sisterly bonding does indeed feel like a fairy tale, at times. As such, slightly older readers may wish that there were more swashbuckling, ghostly adventure, Still, its quiet pace and subtle tone will resonate with younger, reflective readers who are drawn to atmosphere over action.

A tender mystery that explores loss, sisterhood, and childhood magic.

Pub Date: Sept. 16, 2025

ISBN: 9781545821237

Page Count: 192

Publisher: Papercutz

Review Posted Online: Aug. 1, 2025

Kirkus Reviews Issue: Sept. 15, 2025

Next book

STEALING HOME

An emotional, much-needed historical graphic novel.

Sandy and his family, Japanese Canadians, experience hatred and incarceration during World War II.

Sandy Saito loves baseball, and the Vancouver Asahi ballplayers are his heroes. But when they lose in the 1941 semifinals, Sandy’s dad calls it a bad omen. Sure enough, in December 1941, Japan bombs Pearl Harbor in the U.S. The Canadian government begins to ban Japanese people from certain areas, moving them to “dormitories” and setting a curfew. Sandy wants to spend time with his father, but as a doctor, his dad is busy, often sneaking out past curfew to work. One night Papa is taken to “where he [is] needed most,” and the family is forced into an internment camp. Life at the camp isn’t easy, and even with some of the Asahi players playing ball there, it just isn’t the same. Trying to understand and find joy again, Sandy struggles with his new reality and relationship with his father. Based on the true experiences of Japanese Canadians and the Vancouver Asahi team, this graphic novel is a glimpse of how their lives were affected by WWII. The end is a bit abrupt, but it’s still an inspiring and sweet look at how baseball helped them through hardship. The illustrations are all in a sepia tone, giving it an antique look and conveying the emotions and struggles. None of the illustrations of their experiences are overly graphic, making it a good introduction to this upsetting topic for middle-grade readers.

An emotional, much-needed historical graphic novel. (afterword, further resources) (Graphic historical fiction. 9-12)

Pub Date: Oct. 5, 2021

ISBN: 978-1-5253-0334-0

Page Count: 112

Publisher: Kids Can

Review Posted Online: June 28, 2021

Kirkus Reviews Issue: July 15, 2021

Next book

ENLIGHTEN ME (A GRAPHIC NOVEL)

A thoughtful, humorous, community-centered exploration of identity and Buddhism.

Stories of Buddha’s past lives help a young boy “find [himself] in the moment.”

Binh and his siblings, who are of Vietnamese descent, can’t believe they’re spending the weekend at a silent meditation retreat. Binh would rather play his Game Boy so he doesn’t have to meditate and inevitably think about the bullies at school. It is only when Sister Peace tells stories about the Buddha and his past life that Binh is able to imagine himself entering a video game–inspired world and thus process his feelings of shame, isolation, and anger. With each Jataka tale, Binh’s awareness expands, and so, too, does his ability to be present for and helpful to those around him. A welcome addition to the handful of middle-grade stories featuring Buddhist protagonists, this exploration of identity and Buddhist principles will find an audience with young readers who love Raina Telgemeier but aren’t quite ready to level up to the complexity and nuance of Gene Luen Yang’s epic American Born Chinese (2006). The video game elements are compelling, although they understandably diminish as the story progresses and the protagonist’s inner life grows. Warm fall colors and luscious black lines anchor the story as it transitions among flashbacks, stories, and the present day. Filled with talking animals, the parables can be a little heavy-handed, but the witty banter between Binh and the narrator during fantasy sequences provides levity. (This review was updated for accuracy.)

A thoughtful, humorous, community-centered exploration of identity and Buddhism. (bibliography) (Graphic fiction. 9-12)

Pub Date: Sept. 19, 2023

ISBN: 9780759555488

Page Count: 144

Publisher: Little, Brown Ink

Review Posted Online: July 13, 2023

Kirkus Reviews Issue: Aug. 1, 2023

Close Quickview