by Neil Gaiman ‧ RELEASE DATE: July 1, 1997
Some of the best pure storytelling around these days is being produced in the critically suspect genre of fantasy, and this exuberantly inventive first full-length novel, by the co-creator of the graphic series The Sandman (1996), is a state-of-the-art example. The protagonist, determinedly unheroic Richard Mayhew, is a young man up from the provinces and living in London, where he has found both job success and a lissome fiancee, Jessica. Soon, however, Richard meets a mysterious old woman who prophesies he'll embark on an adventure that "starts with doors." Sure enough, his fate becomes entwined with that of a beautiful waiflike girl who calls herself Door, and who is in flight from a pair of ageless hired assassins and in pursuit of the reason behind the murder of her family. Suddenly wrenched away from his quotidian life (people can no longer see or hear him), Richard follows Door underground to an alternative "London Below," where "people who have fallen through the cracks" live in a rigidly stratified mock-feudal society that parallels that of London Above. A parade of instructors and guides brings Richard and Door ever closer to understanding why her father was marked for death by the rulers of London Below, and prepares Richard to do battle with the (wonderfully loathsome) Great Beast of London. The ending is both a terrific surprise and a perfectly logical culmination of Richard's journey into the darkest recesses of his civilization and himself. Altogether, Gaiman's story is consistently witty, suspenseful, and hair-raisingly imaginative in its contemporary transpositions of familiar folk and mythic materials (one can read Neverwhere as a postmodernist punk Faerie Queene). Readers who've enjoyed the fantasy novels of Tim Powers and William Browning Spencer won't want to miss this one. And, yes, Virginia, there really are alligators in those sewers—and Gaiman makes you believe it.
Pub Date: July 1, 1997
ISBN: 0-380-97363-4
Page Count: 352
Publisher: Avon/HarperCollins
Review Posted Online: June 24, 2010
Kirkus Reviews Issue: June 1, 1997
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by Dan Watters & Neil Gaiman ; illustrated by Max Fiumara & Sebastian Fiumara
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by Si Spurrier & Neil Gaiman ; illustrated by Bilquis Evely
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by Ernest Cline ‧ RELEASE DATE: Aug. 16, 2011
Too much puzzle-solving, not enough suspense.
Video-game players embrace the quest of a lifetime in a virtual world; screenwriter Cline’s first novel is old wine in new bottles.
The real world, in 2045, is the usual dystopian horror story. So who can blame Wade, our narrator, if he spends most of his time in a virtual world? The 18-year-old, orphaned at 11, has no friends in his vertical trailer park in Oklahoma City, while the OASIS has captivating bells and whistles, and it’s free. Its creator, the legendary billionaire James Halliday, left a curious will. He had devised an elaborate online game, a hunt for a hidden Easter egg. The finder would inherit his estate. Old-fashioned riddles lead to three keys and three gates. Wade, or rather his avatar Parzival, is the first gunter (egg-hunter) to win the Copper Key, first of three. Halliday was obsessed with the pop culture of the 1980s, primarily the arcade games, so the novel is as much retro as futurist. Parzival’s great strength is that he has absorbed all Halliday’s obsessions; he knows by heart three essential movies, crossing the line from geek to freak. His most formidable competitors are the Sixers, contract gunters working for the evil conglomerate IOI, whose goal is to acquire the OASIS. Cline’s narrative is straightforward but loaded with exposition. It takes a while to reach a scene that crackles with excitement: the meeting between Parzival (now world famous as the lead contender) and Sorrento, the head of IOI. The latter tries to recruit Parzival; when he fails, he issues and executes a death threat. Wade’s trailer is demolished, his relatives killed; luckily Wade was not at home. Too bad this is the dramatic high point. Parzival threads his way between more ’80s games and movies to gain the other keys; it’s clever but not exciting. Even a romance with another avatar and the ultimate “epic throwdown” fail to stir the blood.
Too much puzzle-solving, not enough suspense.Pub Date: Aug. 16, 2011
ISBN: 978-0-307-88743-6
Page Count: 384
Publisher: Crown
Review Posted Online: April 18, 2011
Kirkus Reviews Issue: May 1, 2011
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SEEN & HEARD
by John Gardner ‧ RELEASE DATE: Sept. 17, 1971
As in Resurrection (1966) and The Wreckage of Agathon (1970) Gardner demonstrates his agility at juggling metaphysical notions while telling a diverting tale. Here he has used as a means of discovering man's unsavory ways that muzziest of monsters, Grendel, from the Beowulf chronicle. As in the original, Grendel is a bewildering combination of amorphous threats and grisly specifics — he bellows in the wilds and crunches through hapless inhabitants of the meadhall. But Grendel, the essence of primal violence, is also a learning creature. Itc listens to a wheezing bore with scales and coils, a pedantic Lucifer, declaim on the relentless complexity of cosmic accident. He hears an old priest put in a word for God as unity of discords, where nothing is lost. And Grendel continues to observe the illusions of bards, kings, heroes, and soldiers, occasionally eating one. After the true hero arrives sprouting fiery wings, to deal the death blow, he shows Grendel the reality of both destruction and rebirth. Throughout the trackless philosophic speculation, the dialogue is witty and often has a highly contemporary tilt: "The whole shit-ass scene was his idea, not mine," says Grendel, disgusted by a sacrificial hero. At the close one is not sure if the savior is "blithe of his deed," but Gardner, the word-pleaser, should be.
Pub Date: Sept. 17, 1971
ISBN: 0679723110
Page Count: 186
Publisher: Knopf
Review Posted Online: March 29, 2012
Kirkus Reviews Issue: Sept. 1, 1971
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translated by John R. Maier & edited by John Gardner
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