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FROM THE SHADOWS

A fun, tech-focused YA novel set in a futuristic yet familiar world.

Two teenage friends from different parts of the United States embark on a high-tech adventure in Shaw’s (Neworld Papers: The Warriors’ Tale, 2016, etc.) YA sci-fi tale.

GundTech, the technology firm that revolutionized the world years ago with its cutting-edge communication and artificial-intelligence products, has a new device that’s poised to change everything once again. The Interactive Holographic Transporter allows users to experience a virtual reality so real that it may even be physically dangerous. For Cameron Rush in Wisconsin and Rosa Costas in New Mexico, the best part of the announcement involves the creation of an IHT Academy for teenagers like them. Although the two have never met in person and come from very different backgrounds, they’re both “geeks” (whether Cameron will admit it or not) who hang out via their GundTech multiComs. For them, the reward of getting accepted to the academy outweighs any potential risks. What they don’t know is that there are other forces at work behind the scenes. For one, the mysterious child prodigy behind GundTech’s inventions is grown up now and starting to realize that his well-intentioned products can cause unintended consequences. And the tech’s code still has some bugs, including some that are dangerous and others that that may have been planted by someone (or something) with his or her own agenda. Shaw has crafted a thought-provoking story that hints at issues that today’s youth already face, such as how technology can be a boon as well as a bane, but he never lets these topics overwhelm the joy of the overall story. Young readers will quickly relate to Cameron and Rosa as they get swept up in their virtual studies. However, the story sags a bit in the second half due to the introduction of a game called “time tag,” a neat idea, but one that distracts too much from the plot. Some readers may be dismayed at the all-too-abrupt ending, as well. But most will find this novel to be an intelligent, inspiring adventure with fully formed characters.

A fun, tech-focused YA novel set in a futuristic yet familiar world.

Pub Date: Jan. 23, 2015

ISBN: 978-0-692-37518-1

Page Count: 326

Publisher: iPulpFiction.com

Review Posted Online: Feb. 16, 2017

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CARRIE

King handles his first novel with considerable accomplishment and very little hokum—it's only too easy to believe that these...

Figuratively and literally shattering moments of hoRRRRRipilication in Chamberlain, Maine where stones fly from the sky rather than from the hands of the villagers (as they did in "The Lottery," although the latter are equal to other forms of persecution).

All beginning when Carrie White discovers a gift with telekinetic powers (later established as a genetic fact), after she menstruates in full ignorance of the process and thinks she is bleeding to death while the other monsters in the high school locker room bait and bully her mercilessly. Carrie is the only child of a fundamentalist freak mother who has brought her up with a concept of sin which no blood of the Lamb can wash clean. In addition to a sympathetic principal and gym teacher, there's one girl who wishes to atone and turns her date for the spring ball over to Carrie who for the first time is happy, beautiful and acknowledged as such. But there will be hell to pay for this success—not only her mother but two youngsters who douse her in buckets of fresh-killed pig blood so that Carrie once again uses her "wild talent," flexes her mind and a complete catastrophe (explosion and an uncontrolled fire) virtually destroys the town.

King handles his first novel with considerable accomplishment and very little hokum—it's only too easy to believe that these youngsters who once ate peanut butter now scrawl "Carrie White eats shit." But as they still say around here, "Sit a spell and collect yourself."

Pub Date: April 8, 1974

ISBN: 0385086954

Page Count: 216

Publisher: Doubleday

Review Posted Online: Sept. 26, 2011

Kirkus Reviews Issue: April 1, 1974

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TO KILL A MOCKINGBIRD

A first novel, this is also a first person account of Scout's (Jean Louise) recall of the years that led to the ending of a mystery, the breaking of her brother Jem's elbow, the death of her father's enemy — and the close of childhood years. A widower, Atticus raises his children with legal dispassion and paternal intelligence, and is ably abetted by Calpurnia, the colored cook, while the Alabama town of Maycomb, in the 1930's, remains aloof to their divergence from its tribal patterns. Scout and Jem, with their summer-time companion, Dill, find their paths free from interference — but not from dangers; their curiosity about the imprisoned Boo, whose miserable past is incorporated in their play, results in a tentative friendliness; their fears of Atticus' lack of distinction is dissipated when he shoots a mad dog; his defense of a Negro accused of raping a white girl, Mayella Ewell, is followed with avid interest and turns the rabble whites against him. Scout is the means of averting an attack on Atticus but when he loses the case it is Boo who saves Jem and Scout by killing Mayella's father when he attempts to murder them. The shadows of a beginning for black-white understanding, the persistent fight that Scout carries on against school, Jem's emergence into adulthood, Calpurnia's quiet power, and all the incidents touching on the children's "growing outward" have an attractive starchiness that keeps this southern picture pert and provocative. There is much advance interest in this book; it has been selected by the Literary Guild and Reader's Digest; it should win many friends.

Pub Date: July 11, 1960

ISBN: 0060935464

Page Count: 323

Publisher: Lippincott

Review Posted Online: Oct. 7, 2011

Kirkus Reviews Issue: July 1, 1960

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