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THE ARTIFACTS

The story perfectly captures Asaf's transition from a love of objects to a thirst for knowledge that goes beyond physical...

This beautiful, resonant story about the way we leave behind childish things (but never really abandon them) delivers a specific, potent experience unusual even for the best iPad apps.

Asaf, a bespectacled boy who is turning 13, is obsessed with art and antiques, and they soon clutter his room. When his family moves, his parents take the opportunity to remove the clutter and urge Asaf to keep a neat space. In true teenage fashion, Asaf wallows in grief and drama over the change, but in time he learns that his growing mind can store more objects (albeit imaginary) and ideas than the biggest bedroom ever could. The evocative, painted artwork throughout the story is dark and moody, which makes the occasional flashes of humor all the more enjoyable. At one point, Asaf imagines a ramshackle cottage surrounded by fearsome bears... and one silly chicken, standing upright. He ends up writing a short story featuring the clucking creature. Interactive features enhance the story rather than distract from it. A sink pours out hot and cold words from two faucets instead of water ("Interest" / "Worry"; "Pleasure" / "Contempt"). A clothesline of wiggling shadows hangs across Asaf's bedroom. "He stepped on shadows to snag them... then strung them across his ceiling with imaginary pegs and imaginary twine." Touching the shadows makes them spookily float toward the reader and disappear.

The story perfectly captures Asaf's transition from a love of objects to a thirst for knowledge that goes beyond physical things. The app shows a remarkable sensitivity to this volatile moment and does it with style and grace. (iPad storybook app. 8-13)

Pub Date: Dec. 8, 2011

ISBN: N/A

Page Count: -

Publisher: Slap Happy Larry

Review Posted Online: Feb. 13, 2012

Kirkus Reviews Issue: March 1, 2012

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WRECKING BALL

From the Diary of a Wimpy Kid series , Vol. 14

Readers can still rely on this series to bring laughs.

The Heffley family’s house undergoes a disastrous attempt at home improvement.

When Great Aunt Reba dies, she leaves some money to the family. Greg’s mom calls a family meeting to determine what to do with their share, proposing home improvements and then overruling the family’s cartoonish wish lists and instead pushing for an addition to the kitchen. Before bringing in the construction crew, the Heffleys attempt to do minor maintenance and repairs themselves—during which Greg fails at the work in various slapstick scenes. Once the professionals are brought in, the problems keep getting worse: angry neighbors, terrifying problems in walls, and—most serious—civil permitting issues that put the kibosh on what work’s been done. Left with only enough inheritance to patch and repair the exterior of the house—and with the school’s dismal standardized test scores as a final straw—Greg’s mom steers the family toward moving, opening up house-hunting and house-selling storylines (and devastating loyal Rowley, who doesn’t want to lose his best friend). While Greg’s positive about the move, he’s not completely uncaring about Rowley’s action. (And of course, Greg himself is not as unaffected as he wishes.) The gags include effectively placed callbacks to seemingly incidental events (the “stress lizard” brought in on testing day is particularly funny) and a lampoon of after-school-special–style problem books. Just when it seems that the Heffleys really will move, a new sequence of chaotic trouble and property destruction heralds a return to the status quo. Whew.

Readers can still rely on this series to bring laughs. (Graphic/fiction hybrid. 8-12)

Pub Date: Nov. 5, 2019

ISBN: 978-1-4197-3903-3

Page Count: 224

Publisher: Amulet/Abrams

Review Posted Online: Nov. 18, 2019

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ESCAPE FROM MR. LEMONCELLO'S LIBRARY

From the Mr. Lemoncello's Library series , Vol. 1

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read...

When a lock-in becomes a reality game, 12-year-old Kyle Keeley and his friends use library resources to find their way out of Alexandriaville’s new public library.

The author of numerous mysteries for children and adults turns his hand to a puzzle adventure with great success. Starting with the premise that billionaire game-maker Luigi Lemoncello has donated a fortune to building a library in a town that went without for 12 years, Grabenstein cleverly uses the tools of board and video games—hints and tricks and escape hatches—to enhance this intricate and suspenseful story. Twelve 12-year-old winners of an essay contest get to be the first to see the new facility and, as a bonus, to play his new escape game. Lemoncello’s gratitude to the library of his childhood extends to providing a helpful holographic image of his 1968 librarian, but his modern version also includes changing video screens, touch-screen computers in the reading desks and an Electronic Learning Center as well as floor-to-ceiling bookshelves stretching up three stories. Although the characters, from gamer Kyle to schemer Charles Chiltington, are lightly developed, the benefits of pooling strengths to work together are clear.

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read is a winner for readers and game-players alike. (Mystery. 9-13)

Pub Date: June 25, 2013

ISBN: 978-0-375-87089-7

Page Count: 304

Publisher: Random House

Review Posted Online: April 2, 2013

Kirkus Reviews Issue: May 1, 2013

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