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THE NEPTUNE PROJECT

This suspenseful, undersea dystopia should keep middle schoolers hooked.

Several centuries after global warming has devastated the planet, a tyrannical government has taken control of the West Coast of America.

In a small seaside community in what was Southern California, Nere lives with her scientist mother and a pod of trained dolphins. Unbeknownst to Nere, her parents have genetically engineered her and several other children to breathe under water so they can live free there someday. When the government announces its intention to move the entire community inland, Nere’s mother finishes the alterations on the children and sends them away into the sea, where they will try to join Nere’s father’s colony for these new “Neptune children.” Nere and her friends, along with their friendly dolphins, must make their way there under the sea while fighting sharks and avoiding capture by government forces. They communicate telepathically, and Nere is even able to talk with the dolphins. Together with other Neptune children from Southern California, they head north, hiding and fighting all the way. Holyoke keeps her prose well-pitched to her audience, providing enough violence and even death to create suspense but muting it appropriately. She creates an interesting and diverse set of characters, including the dolphins. The science-fiction elements are nothing new, but they are built on good information about oceanography.

This suspenseful, undersea dystopia should keep middle schoolers hooked. (Science fiction. 9-12)

Pub Date: May 21, 2013

ISBN: 978-1-4231-5756-4

Page Count: 352

Publisher: Disney-Hyperion

Review Posted Online: March 19, 2013

Kirkus Reviews Issue: April 15, 2013

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ESCAPE

Thrills galore for gamers willing to go along for the ride.

A new virtual-reality theme park goes haywire on a crowd of young ­­victims, er, visitors in Alexander’s latest screamfest.

Having scored one of just 100 coveted preview tickets to a cutting-edge, kids-only venue dubbed ESCAPE, budding amusement park fan and designer Cody Baxter is looking forward to a life-changing experience. What he gets is more of a life-threatening one, as games and rides with names like Triassic Terror and Haunted Hillside not only pit him against a monster and then zombies—or sometimes a monster and zombies—as well as ruthless competing players, but seem tailored to play on individual personal terrors. And, in some never explained way, the VR quickly turns into real battles that inflict real wounds even as the real settings shift with sudden, dizzying unpredictability. Teaming up with loyal new friends Jayson Torn and Inga Andersdottir, the former described as being Japanese and White and the latter as Norwegian, Cody (who seems to default to White) struggles for survival, learning ultimately that ESCAPE was created by an evil genius with an ulterior motive who is convinced that he can teach children a salutary lesson. The plot’s no more logical in its twists and contrivances than the premise, but the author’s knack for spinning out nightmarish situations is definitely on display here as the tale careens toward a properly lurid outcome.

Thrills galore for gamers willing to go along for the ride. (Light horror. 9-12)

Pub Date: June 7, 2022

ISBN: 978-1-338-26047-2

Page Count: 240

Publisher: Scholastic

Review Posted Online: March 15, 2022

Kirkus Reviews Issue: April 1, 2022

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TUCK EVERLASTING

However the compelling fitness of theme and event and the apt but unexpected imagery (the opening sentences compare the...

At a time when death has become an acceptable, even voguish subject in children's fiction, Natalie Babbitt comes through with a stylistic gem about living forever. 

Protected Winnie, the ten-year-old heroine, is not immortal, but when she comes upon young Jesse Tuck drinking from a secret spring in her parents' woods, she finds herself involved with a family who, having innocently drunk the same water some 87 years earlier, haven't aged a moment since. Though the mood is delicate, there is no lack of action, with the Tucks (previously suspected of witchcraft) now pursued for kidnapping Winnie; Mae Tuck, the middle aged mother, striking and killing a stranger who is onto their secret and would sell the water; and Winnie taking Mae's place in prison so that the Tucks can get away before she is hanged from the neck until....? Though Babbitt makes the family a sad one, most of their reasons for discontent are circumstantial and there isn't a great deal of wisdom to be gleaned from their fate or Winnie's decision not to share it. 

However the compelling fitness of theme and event and the apt but unexpected imagery (the opening sentences compare the first week in August when this takes place to "the highest seat of a Ferris wheel when it pauses in its turning") help to justify the extravagant early assertion that had the secret about to be revealed been known at the time of the action, the very earth "would have trembled on its axis like a beetle on a pin." (Fantasy. 9-11)

Pub Date: Nov. 1, 1975

ISBN: 0312369816

Page Count: 164

Publisher: Farrar, Straus and Giroux

Review Posted Online: April 13, 2012

Kirkus Reviews Issue: Nov. 1, 1975

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