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THE KING OF KAZOO

Clever, fast-paced, and altogether great fun.

A king, his daughter, and their royal inventor set out on an epic quest to locate a mysterious tunnel in a faraway mountain.

King Cornelius, a rabbitlike, frivolous halfwit, can't figure out what his legacy will be to his subjects. He lives in his castle with his daughter, Bing, a talented magician who's often accompanied by her familiar, a bluebird named Gypsy. When Gypsy alerts Bing to a strange tunnel that appears suddenly at the top of Mount Kazoo, the father and daughter—along with the mute royal inventor, Torq—embark on a dangerous journey to unearth the truth. Along the way, their expedition is fraught with peril, including run-ins with armed amphibians, zombified villagers, and a vindictive alchemist. With his inflated ego, Cornelius may be his own worst adversary, and without the quick thinking of Bing and mechanical ingenuity of Torq, he would certainly fail. Feuti's steampunk-with-a-medieval-twist worldbuilding is both exciting and imaginative without being jarring or anachronistic. The dynamics between hapless Cornelius and the clever-yet-often-overlooked Bing are exceptionally well-wrought and offer an artful feminist message. The clean lines and character stylizations are reminiscent of Jeff Smith’s Bone series and will certainly appeal to a similar audience. Though this volume provides closure, expect an outcry for more adventures in this intriguing world.

Clever, fast-paced, and altogether great fun. (Graphic adventure. 7-12)

Pub Date: July 26, 2016

ISBN: 978-0-545-77088-0

Page Count: 208

Publisher: Graphix/Scholastic

Review Posted Online: March 29, 2016

Kirkus Reviews Issue: April 15, 2016

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DOG MAN

From the Dog Man series , Vol. 1

What a wag.

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What do you get from sewing the head of a smart dog onto the body of a tough police officer? A new superhero from the incorrigible creator of Captain Underpants.

Finding a stack of old Dog Mancomics that got them in trouble back in first grade, George and Harold decide to craft a set of new(ish) adventures with (more or less) improved art and spelling. These begin with an origin tale (“A Hero Is Unleashed”), go on to a fiendish attempt to replace the chief of police with a “Robo Chief” and then a temporarily successful scheme to make everyone stupid by erasing all the words from every book (“Book ’Em, Dog Man”), and finish off with a sort of attempted alien invasion evocatively titled “Weenie Wars: The Franks Awaken.” In each, Dog Man squares off against baddies (including superinventor/archnemesis Petey the cat) and saves the day with a clever notion. With occasional pauses for Flip-O-Rama featurettes, the tales are all framed in brightly colored sequential panels with hand-lettered dialogue (“How do you feel, old friend?” “Ruff!”) and narrative. The figures are studiously diverse, with police officers of both genders on view and George, the chief, and several other members of the supporting cast colored in various shades of brown. Pilkey closes as customary with drawing exercises, plus a promise that the canine crusader will be further unleashed in a sequel.

What a wag. (Graphic fantasy. 7-9)

Pub Date: Aug. 30, 2016

ISBN: 978-0-545-58160-8

Page Count: 240

Publisher: Graphix/Scholastic

Review Posted Online: May 31, 2016

Kirkus Reviews Issue: June 15, 2016

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STEALING HOME

An emotional, much-needed historical graphic novel.

Sandy and his family, Japanese Canadians, experience hatred and incarceration during World War II.

Sandy Saito loves baseball, and the Vancouver Asahi ballplayers are his heroes. But when they lose in the 1941 semifinals, Sandy’s dad calls it a bad omen. Sure enough, in December 1941, Japan bombs Pearl Harbor in the U.S. The Canadian government begins to ban Japanese people from certain areas, moving them to “dormitories” and setting a curfew. Sandy wants to spend time with his father, but as a doctor, his dad is busy, often sneaking out past curfew to work. One night Papa is taken to “where he [is] needed most,” and the family is forced into an internment camp. Life at the camp isn’t easy, and even with some of the Asahi players playing ball there, it just isn’t the same. Trying to understand and find joy again, Sandy struggles with his new reality and relationship with his father. Based on the true experiences of Japanese Canadians and the Vancouver Asahi team, this graphic novel is a glimpse of how their lives were affected by WWII. The end is a bit abrupt, but it’s still an inspiring and sweet look at how baseball helped them through hardship. The illustrations are all in a sepia tone, giving it an antique look and conveying the emotions and struggles. None of the illustrations of their experiences are overly graphic, making it a good introduction to this upsetting topic for middle-grade readers.

An emotional, much-needed historical graphic novel. (afterword, further resources) (Graphic historical fiction. 9-12)

Pub Date: Oct. 5, 2021

ISBN: 978-1-5253-0334-0

Page Count: 112

Publisher: Kids Can

Review Posted Online: June 28, 2021

Kirkus Reviews Issue: July 15, 2021

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