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COBBOGOTH

While the fantasy worldbuilding often goes heavy on magical argot, this series kickoff makes a decent foundation for...

After her archaeologist uncle and his associate are slain by mystery fiends, Boston teenager Norah goes on the run; she is both hunted and protected by more-than-human warriors in this young adult novel.

The best conceit of author Clark’s fair opening to a planned YA fantasy series sort of lurks in the background scenery and takes a while to catch the viewer’s attention: Imagine a modern world in which fantasylands such as Atlantis and Hyperborea (Conan the Barbarian’s realm) were accepted historical facts. Thus, in the present day, intrigue surrounds their lost relics and lingering power. Except Clark focuses on her own mythic MacGuffin, an Icelandic civilization from 280 million years ago called Cobbogoth. There, the natives possessed mystic-crystal technology and enhanced cell structures giving them long lives and superpowers, and a sort of werewolf-bat-demon species called Dogril lurked. Norah Luken, 17, is a chosen-one type living in modern-day New England. Her uncle Jack, an archaeologist, explored the Cobbogothian ruins, even making scientific history by unearthing a Dogril skeleton. When Jack is brutally slain and his closest colleague ends up likewise, stunned Norah becomes the cops’ prime suspect. With her photographic memory and fragments of knowledge that Jack had, in fact, met with real, live Cobbogothians and found the great subterranean Cobbogoth city, Norah careens from one mysterious guardian-type to another (“I’m one of the last three qualdrine-wielding Naridi,” explains one Nordic hunk). The action (some of which causes pretty ghastly wounds, but the good guys invariably bounce back via crystal EMT) gets further and further from the mundane, human world and into the Cobbogothian one; amid all the nomenclature, shape-shifting characters and teleportation into TARDIS-like environments (ones that are bigger on the inside than the outside), Norah has a tough time telling up from down and friend from foe. Readers may be equally confused, though appreciable thought has gone into the author’s dense system of “elementalist” magic and pantheon of gods and demigods, more so than the typical dragons/Vikings stew. Stylized illustrations and marginalia are handsome touches, resembling the art of illuminated manuscripts more so than comic-book literal renderings.

While the fantasy worldbuilding often goes heavy on magical argot, this series kickoff makes a decent foundation for forthcoming mystic crystal revelations.

Pub Date: Nov. 10, 2011

ISBN: 978-1463732318

Page Count: 336

Publisher: CreateSpace

Review Posted Online: Aug. 20, 2012

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SHATTER ME

From the Shatter Me series , Vol. 1

Part cautionary tale, part juicy love story, this will appeal to action and adventure fans who aren't yet sick of the genre.

A dystopic thriller joins the crowded shelves but doesn't distinguish itself.

Juliette was torn from her home and thrown into an asylum by The Reestablishment, a militaristic regime in control since an environmental catastrophe left society in ruins. Juliette’s journal holds her tortured thoughts in an attempt to repress memories of the horrific act that landed her in a cell. Mysteriously, Juliette’s touch kills. After months of isolation, her captors suddenly give her a cellmate—Adam, a drop-dead gorgeous guy. Adam, it turns out, is immune to her deadly touch. Unfortunately, he’s a soldier under orders from Warner, a power-hungry 19-year-old. But Adam belongs to a resistance movement; he helps Juliette escape to their stronghold, where she finds that she’s not the only one with superhuman abilities. The ending falls flat as the plot devolves into comic-book territory. Fast-paced action scenes convey imminent danger vividly, but there’s little sense of a broader world here. Overreliance on metaphor to express Juliette’s jaw-dropping surprise wears thin: “My mouth is sitting on my kneecaps. My eyebrows are dangling from the ceiling.” For all of her independence and superpowers, Juliette never moves beyond her role as a pawn in someone else’s schemes.

Part cautionary tale, part juicy love story, this will appeal to action and adventure fans who aren't yet sick of the genre. (Science fiction. 12 & up)

Pub Date: Nov. 15, 2011

ISBN: 978-0-06-208548-1

Page Count: 352

Publisher: HarperTeen

Review Posted Online: April 5, 2011

Kirkus Reviews Issue: Oct. 15, 2011

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THE HUNGER GAMES

From the Hunger Games series , Vol. 1

Impressive worldbuilding, breathtaking action, and clear philosophical concerns make this volume, the beginning of a planned...

Katniss Everdeen is a survivor.

She has to be; she’s representing her District, number 12, in the 74th Hunger Games in the Capitol, the heart of Panem, a new land that rose from the ruins of a post-apocalyptic North America. To punish citizens for an early rebellion, the rulers require each district to provide one girl and one boy, 24 in all, to fight like gladiators in a futuristic arena. The event is broadcast like reality TV, and the winner returns with wealth for his or her district. With clear inspiration from Shirley Jackson’s “The Lottery” and the Greek tale of Theseus, Collins has created a brilliantly imagined dystopia, where the Capitol is rich and the rest of the country is kept in abject poverty, where the poor battle to the death for the amusement of the rich. However, poor copyediting in the first printing will distract careful readers—a crying shame. [Note: Errors have been corrected in subsequent printings, so we are now pleased to apply the Kirkus star.]

Impressive worldbuilding, breathtaking action, and clear philosophical concerns make this volume, the beginning of a planned trilogy, as good as The Giver and more exciting. (Science fiction. 11 & up)

Pub Date: Oct. 1, 2008

ISBN: 978-0-439-02348-1

Page Count: 394

Publisher: Scholastic

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Sept. 1, 2008

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