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CHECK, PLEASE!

#HOCKEY

From the Check, Please! series , Vol. 1

A fun and deeply satisfying read for teens.

A pie-baking hockey player from small-town Georgia begins college and settles into jock culture.

Eric “Bitty” Bittle’s dreams are coming true: He is starting college on the hockey team at Samwell University in Massachusetts. Bitty played hockey and figure skated competitively; unfortunately, the coed team back home did not allow “checking,” or physical contact, and Bitty’s fear of being hit becomes a real impediment in college hockey. Bitty’s team captain, Jack Zimmerman, “the hockey prince,” is determined to break Bitty of his fear of being checked. Despite Jack’s mercurial nature, Bitty develops a serious crush on the attractive athlete. As the practices and games develop, Bitty forms bonds with the other players and, after coming out, settles into college life. When sophomore year rolls around, Bitty has to face that two of his closest teammates are seniors and will be leaving soon. Based on a popular webcomic, this is a warm story with an irresistible protagonist, a clever supporting cast, and lively and plentiful game and practice scenes. There are many themes here: acceptance, standing up to fear, and finding your place, to name a few. Despite its episodic style, the humor and heart at the center of the story carry it through. The art relies on expressive facial shots to complement the snappy and sometimes-raunchy dialogue. Bitty is white, and there is some diversity in secondary characters.

A fun and deeply satisfying read for teens. (Graphic novel. 14-18)

Pub Date: Sept. 18, 2018

ISBN: 978-1-250-17796-4

Page Count: 290

Publisher: First Second

Review Posted Online: July 29, 2018

Kirkus Reviews Issue: Aug. 15, 2018

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EVERY TIME YOU HEAR THAT SONG

Discoveries of love, legacy, and self take center stage in this musical tapestry of a novel.

An ambitious teen reporter sees solving a superstar’s mystery as a way out of being stuck in her small Southern town.

Aspiring reporter Darren Purchase, a white bisexual 17-year-old, wants nothing more than to escape Mayberry, Arkansas, even if it means leaving the comfortable companionship of her neighbor’s front porch and no longer listening to country music legend Decklee Cassel with her mom. Recently deceased Decklee, who was from Mayberry herself, famously spent the last 50 years creating a time capsule to be revealed after her death—but when it’s opened, it turns out to be empty. Then the local radio station plays a prerecorded message from Decklee introducing a scavenger hunt to find the time capsule contents and claim a $3 million prize. Darren and Kendall Wilkinson, the brown-skinned boy she’s known since second grade and her gas station co-worker, team up to solve the mystery, embarking on a once-in-a-lifetime road trip across the South. The chapters alternate between the evocative first-person perspectives of Darren in the present day and Decklee from the 1960s until shortly before her death; on the way, she climbs the ladder of the music industry and reckons with the personal cost of stardom. Lesbian Decklee, with her trademark curly blond hair and sequined costumes, navigates an unfair world and heterosexist expectations. The parallel narratives are richly vivid and expertly woven together into an unexpected conclusion.

Discoveries of love, legacy, and self take center stage in this musical tapestry of a novel. (Fiction. 14-18)

Pub Date: April 2, 2024

ISBN: 9780593623398

Page Count: 320

Publisher: Viking

Review Posted Online: Jan. 19, 2024

Kirkus Reviews Issue: Feb. 15, 2024

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DARKLY

Roll the die, flip the card: We have a winner.

Seven teens are chosen for a mysterious internship with the Louisiana Veda Foundation, investigating the remnants of board-game empire Darkly and its enigmatic founder.

Arcadia Gannon, 17, who presents white, comes from Eminence, Missouri, is bad at school but good at puzzles, runs her mother’s antiques shop, loves Darkly games, and knows as much as anyone can about Louisiana Veda, the long-dead mastermind behind their (impossible, often terrifying) games. The internship involves being marooned—along with Poe from France, Franz-Luc from Germany, Cooper from the U.S., Torin from Ireland, Everleigh from Iceland, and Mouse from Nigeria—on the island off the coast of England where the Darkly factory is located. They’re tasked with finding a missing boy, who disappeared while playing a never-released game, the sole copy of which was stolen years earlier. The prize: £1,000,000 and complete ownership of a Darkly game of their choice. What follows is a treasure hunt, a mystery both present and past, a sometimes-terrifying adventure, and, for Dia, a coming into her own after a life of being overshadowed by a flighty mother whom she’s had to parent. Like a Darkly game, the whole is mesmerizing, improbable, deeply compelling, and best enjoyed after dark. Pessl’s impeccably controlled prose plays with ideas about presentation and storytelling on a meta level even as Dia grapples with the same ideas (as well as the concepts of destiny and determination) in Veda’s life and her own.

Roll the die, flip the card: We have a winner. (Mystery. 14-18)

Pub Date: Nov. 26, 2024

ISBN: 9780593706558

Page Count: 416

Publisher: Delacorte

Review Posted Online: Aug. 17, 2024

Kirkus Reviews Issue: Sept. 15, 2024

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