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DRAGON GARAGE

A silly and exciting flight of fancy in the form of a thoughtfully crafted graphic novel.

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An imaginative and playful misfit accidentally opens a portal to a fantastical reality in Turner’s graphic novel.

Zach Vandermeer’s imagination can get the young man into trouble: The graphic novel opens with a riveting chase scene filled with guns, fast cars, and a perilous cliff’s edge. It’s exciting and intense (“Twenty millimeter cannon blew out the windows; I felt the shells fly past!”)—and it’s also not real. In a few pages and even fewer words, the author establishes Zach as a funny, creative protagonist adept at spinning stories. This is what makes him so great at Heroic Journeys, a role-playing game set in a fantasy world, which he plays with an eccentric and lovable group of friends. The harmless game takes a turn one stormy night when Zach introduces a new character: a small statue named Gunama, from a dig site near the lost city of Erkund. When the seemingly innocent game has ended and the friends have said goodbye, Zach wakes from an ominous dream and wanders outside to his backyard—except it isn’t his backyard. It’s a reality entirely set in Arthea, a fictional world created long ago by Zach and his brother, Peter. Zach recruits his friends to explore this new world with him. As the quirky gang encounters wraiths, goblins, fairies, and ghosts, they also discover that they can become their game characters—magical creatures themselves, with supernatural powers and abilities. Zach leads the way as they stumble through two worlds, swords brandished, ready for anything. Turner’s graphic tale is both silly and sincere, gratuitous and grounded. The five protagonists are delightfully nerdy and bursting with love—love they have for each other and love the author clearly has for them. They, rendered in intricate black-and-white illustrations, keep the reader eagerly turning pages to find out what else Arthea has in store. It’s a breezy, evenly paced story full of humor and escapist fun.

A silly and exciting flight of fancy in the form of a thoughtfully crafted graphic novel.

Pub Date: Oct. 8, 2023

ISBN: 9781593623197

Page Count: 175

Publisher: N/A

Review Posted Online: July 13, 2023

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MACBETH

From the Wordplay Shakespeare series

Even so, this remains Macbeth, arguably the Bard of Avon’s most durable and multilayered tragedy, and overall, this enhanced...

A pairing of the text of the Scottish Play with a filmed performance, designed with the Shakespeare novice in mind.

The left side of the screen of this enhanced e-book contains a full version of Macbeth, while the right side includes a performance of the dialogue shown (approximately 20 lines’ worth per page). This granular focus allows newcomers to experience the nuances of the play, which is rich in irony, hidden intentions and sudden shifts in emotional temperature. The set and costuming are deliberately simple: The background is white, and Macbeth’s “armor” is a leather jacket. But nobody’s dumbing down their performances. Francesca Faridany is particularly good as a tightly coiled Lady Macbeth; Raphael Nash-Thompson gives his roles as the drunken porter and a witch a garrulousness that carries an entertainingly sinister edge. The presentation is not without its hiccups. Matching the video on the right with the text on the left means routinely cutting off dramatic moments; at one point, users have to swipe to see and read the second half of a scene’s closing couplet—presumably an easy fix. A “tap to translate” button on each page puts the text into plain English, but the pop-up text covers up Shakespeare’s original, denying any attempts at comparison; moreover, the translation mainly redefines more obscure words, suggesting that smaller pop-ups for individual terms might be more meaningful.

Even so, this remains Macbeth, arguably the Bard of Avon’s most durable and multilayered tragedy, and overall, this enhanced e-book makes the play appealing and graspable to students . (Enhanced e-book. 12 & up)

Pub Date: Sept. 9, 2013

ISBN: N/A

Page Count: -

Publisher: The New Book Press LLC

Review Posted Online: Nov. 6, 2013

Kirkus Reviews Issue: Dec. 1, 2013

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WE CALLED THEM GIANTS

Lush visuals bring this thoughtfully constructed tale to life.

Wondrous visitors encounter a desperate pocket of humanity.

Lori, a white orphaned teen who’s finally been adopted after bouncing around various foster homes, awakens to discover that nearly everyone has disappeared. The rapture? Maybe. She runs into her classmate Annette, who has brown skin and curly black hair, and they partner up to scavenge for food. The pair tries to evade several threats, such as the large Wolves and a gang called The Dogs. Supernatural Giants arrive, seemingly from space, speaking an impenetrable language of “musical chiming and weird bass-rhythms.” Lori and Annette then meet Beatrice, an older white woman who shares important observations about the Giants and Wolves. The tone of the story then subtly shifts from post-apocalyptic desperation to one that’s somewhat playful. After a certain point, a visual element that appears early on takes on clear significance and meaning in the context of the story at large, offering a subversively humorous twist for readers to consider and a creative element that deviates from other alien invasion narratives. Hans’ artwork and paneling fill each scene with wonders. An interaction with a giant sees the red, violet, and pink figure standing against a bright, otherworldly white-and-blue backdrop with dark contours. Elsewhere, Lori and Annette pause at night as they behold ominous shadows, their foggy breath forming clouds, and they hear a “KRRNCH” sound. The quick-moving plot wraps everything up neatly.

Lush visuals bring this thoughtfully constructed tale to life. (character designs) (Graphic science fiction. 14-adult)

Pub Date: Nov. 12, 2024

ISBN: 9781534387072

Page Count: 104

Publisher: Image Comics

Review Posted Online: Aug. 17, 2024

Kirkus Reviews Issue: Sept. 15, 2024

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