Tales that are informative and occasionally evocative, but tediously long-winded.

EVENT IN THE MARSHES

A debut collection of short fiction set in the Middle East and Europe with annotations to help readers understand Iraqi culture.

Dark events lie at the heart of much of this book. A “devastating cholera epidemic” is occurring in the marshes of southern Iraq in the novella-length first piece in this collection, “Event in the Marshes.” The story opens with the mysterious Zaira Tiswahen, a “boat peddler,” rowing to Haj Raisan village. On her arrival, she meets a woman whose daughter, Hasna, has grown gravely ill. The villagers are desperate to save Hasna from death: A clergyman suggests that a miracle—the apparition of a wali, or holy person—may heal her, but her fiance, Hameed is skeptical of the idea and sets off on his own quest for a cure. In “Woman with a Bike,” the male narrator introduces himself to a woman whose bike has a flat tire and unexpectedly hears about “the greatest tragedy” of her life, the death of her husband on their wedding night. And in “Sorrow on the Banks of the Southerly River” a man ruminates about being a conscientious objector to serving in the Iraq War. Even the somewhat incongruous “Two Worlds,” an exploration of one diner’s fleeting attraction to another at a Brussels brasserie, ends with disillusionment. The collection opens promisingly with a rich description of an Iraqi marsh. Careful annotations in the form of detailed footnotes explain aspects of Iraqi culture. However, Lateef’s writing is off-puttingly wordy: “In such an unpleasant, creepy setting where myths and solid reality merged and became one, where actual fears with auditory and visual components intermingled with invisible horror that mimicked morbid hallucinations and the icy breath of formless danger, the metamorphosis of this isolated, untrodden swampy realm into a consternating, haunted world was an appalling mental experience.” That kind of verbosity draws out the stories to needless lengths, causing interest to wane. Although the author takes the reader into potentially new and exciting worlds, and his plotlines are mildly compelling, a significantly pared-down style would have helped to sustain the reader’s interest.

Tales that are informative and occasionally evocative, but tediously long-winded.

Pub Date: Oct. 21, 2019

ISBN: 978-1-72839-478-7

Page Count: 158

Publisher: AuthorHouseUK

Review Posted Online: April 8, 2020

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A whimsical fantasy about learning what’s important in life.

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THE MIDNIGHT LIBRARY

An unhappy woman who tries to commit suicide finds herself in a mysterious library that allows her to explore new lives.

How far would you go to address every regret you ever had? That’s the question at the heart of Haig’s latest novel, which imagines the plane between life and death as a vast library filled with books detailing every existence a person could have. Thrust into this mysterious way station is Nora Seed, a depressed and desperate woman estranged from her family and friends. Nora has just lost her job, and her cat is dead. Believing she has no reason to go on, she writes a farewell note and takes an overdose of antidepressants. But instead of waking up in heaven, hell, or eternal nothingness, she finds herself in a library filled with books that offer her a chance to experience an infinite number of new lives. Guided by Mrs. Elm, her former school librarian, she can pull a book from the shelf and enter a new existence—as a country pub owner with her ex-boyfriend, as a researcher on an Arctic island, as a rock star singing in stadiums full of screaming fans. But how will she know which life will make her happy? This book isn't heavy on hows; you won’t need an advanced degree in quantum physics or string theory to follow its simple yet fantastical logic. Predicting the path Nora will ultimately choose isn’t difficult, either. Haig treats the subject of suicide with a light touch, and the book’s playful tone will be welcome to readers who like their fantasies sweet if a little too forgettable.

A whimsical fantasy about learning what’s important in life.

Pub Date: Sept. 29, 2020

ISBN: 978-0-52-555947-4

Page Count: 336

Publisher: Viking

Review Posted Online: July 14, 2020

Kirkus Reviews Issue: Aug. 1, 2020

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Sure to enchant even those who have never played a video game in their lives, with instant cult status for those who have.

TOMORROW, AND TOMORROW, AND TOMORROW

The adventures of a trio of genius kids united by their love of gaming and each other.

When Sam Masur recognizes Sadie Green in a crowded Boston subway station, midway through their college careers at Harvard and MIT, he shouts, “SADIE MIRANDA GREEN. YOU HAVE DIED OF DYSENTERY!” This is a reference to the hundreds of hours—609 to be exact—the two spent playing “Oregon Trail” and other games when they met in the children’s ward of a hospital where Sam was slowly and incompletely recovering from a traumatic injury and where Sadie was secretly racking up community service hours by spending time with him, a fact which caused the rift that has separated them until now. They determine that they both still game, and before long they’re spending the summer writing a soon-to-be-famous game together in the apartment that belongs to Sam's roommate, the gorgeous, wealthy acting student Marx Watanabe. Marx becomes the third corner of their triangle, and decades of action ensue, much of it set in Los Angeles, some in the virtual realm, all of it riveting. A lifelong gamer herself, Zevin has written the book she was born to write, a love letter to every aspect of gaming. For example, here’s the passage introducing the professor Sadie is sleeping with and his graphic engine, both of which play a continuing role in the story: “The seminar was led by twenty-eight-year-old Dov Mizrah....It was said of Dov that he was like the two Johns (Carmack, Romero), the American boy geniuses who'd programmed and designed Commander Keen and Doom, rolled into one. Dov was famous for his mane of dark, curly hair, wearing tight leather pants to gaming conventions, and yes, a game called Dead Sea, an underwater zombie adventure, originally for PC, for which he had invented a groundbreaking graphics engine, Ulysses, to render photorealistic light and shadow in water.” Readers who recognize the references will enjoy them, and those who don't can look them up and/or simply absorb them. Zevin’s delight in her characters, their qualities, and their projects sprinkles a layer of fairy dust over the whole enterprise.

Sure to enchant even those who have never played a video game in their lives, with instant cult status for those who have.

Pub Date: July 5, 2022

ISBN: 978-0-593-32120-1

Page Count: 416

Publisher: Knopf

Review Posted Online: April 13, 2022

Kirkus Reviews Issue: May 1, 2022

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