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TIME SHIFTERS

As satisfying and enjoyable as a big-budget animated sci-fi feature.

A year after the worst day in Luke’s life, a chance encounter in the forest sparks a grand adventure.

Luke and his older brother, Kyle, are playing in the woods when a gang of bullies causes an accident that leaves Kyle dead and Luke without his brother and best friend. A year later, a flash in the forest leads the white boy to a strange device that clamps onto his forearm. Then, chased by a mummy, a skeleton in a spacesuit, and “vampire Napoleon,” Luke is rescued by an equally odd team: a robot Abe Lincoln, an Asian-featured ghost named Artemis, a dinosaur named Zinc, and Doc—the white inventor who, it turns out, invented the device on Luke’s arm. The mummy, skeleton and Napoleon are after the device, which facilitates access to the multiverse. To evade them, Luke and his new friends shift to an alternate Earth where spiders the size of humans inhabit what looks like the Old West. With the bad guys on their trail, can the good guys rescue a kidnapped Abe Lincoln and keep the device out of the hands of their pursuers’ diabolical boss? Grine’s time-and-space adventure is a full-color, action-stuffed tale with plenty of slapstick and sarcastic humor. Luke’s ragtag new acquaintances are an interesting bunch, and the villains are suitably silly and sinister.

As satisfying and enjoyable as a big-budget animated sci-fi feature. (Graphic science fiction. 9-12)

Pub Date: May 30, 2017

ISBN: 978-0-545-92659-1

Page Count: 272

Publisher: Graphix/Scholastic

Review Posted Online: March 5, 2017

Kirkus Reviews Issue: March 15, 2017

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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

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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

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