In the fantastical Library of Memories, people’s recollections are managed—for good or ill.
Copenhagen, the “assistant to the library” with a shock of black hair, tan skin, and rosy cheeks, has lost her own memory—again. The mysterious clockwork-run library is malfunctioning. Copenhagen’s help is essential to fix it; she’s guided by the robot Lawrence, a bird-shaped Gyrotron, who admonishes her not to touch any of the memories while she’s searching for her own—but she can’t resist. Copenhagen’s expedition through the library is in turn frustrating, exuberant, and pensive, as reflected in the shifting color palette and tone of Marlin’s artwork and the great variety of page layouts. The varied panel shapes and visual elements that frequently break free from and appear superimposed upon the panels add energy to the storytelling. Fittingly for a book that encourages curiosity, not all the loose ends are tied up, although Copenhagen, whose attire suggests a Victorian aesthetic, eventually re-inhabits her own memories, both happy and sad. Although some readers may wish for more concrete worldbuilding details, the unanswered questions offer an entry point for those who enjoy writing fan fiction. Color-reversed word balloons—dramatic black backgrounds with white lettering—emphasize some of the dialogue. Readers may perceive a nod to Lois Lowry’s The Giver in the exploration of the theme of going to extreme lengths to avoid painful memories.
A distinctive steampunk graphic novel that explores loss and memory.
(Graphic fantasy. 9-13)