Like the giant alien artifact in the story, this novel is so much more than the sum of its parts—a page-turner of the...

SLEEPING GIANTS

From the The Themis Files series , Vol. 1

This stellar debut novel—revolving around a top-secret project to assemble the ancient body parts of a giant humanoid relic buried throughout the world by aliens—masterfully blends together elements of sci-fi, political thriller and apocalyptic fiction.

The story begins in the Black Hills of South Dakota, where a young girl named Rose Franklin falls into a huge hole and literally lands in the palm of a giant metal hand. The government gets involved, but after failing to glean any military or technological secrets from the alien artifact, the hand eventually goes into storage. Years later, after the project is demilitarized, the University of Chicago takes over the research. The head of the project is no other than the South Dakota girl who fell into the hand—now grown and an acclaimed physicist. When other body parts are discovered throughout the country—and the world—Franklin’s formidable task is to somehow secretly unearth all parts, covertly remove them from their locations and transport them to an underground facility in Denver. But when the rest of the world discovers the plan, paranoia, fear and greed run rampant, pushing humankind to the brink of world war. Because the novel is narrated through a series of interviews, personal journals and mission logs, the grand-scale storyline immediately becomes intimate as readers experience the historic events through the eyes of characters like Franklin; Kara Resnik, a U.S. Army pilot tasked with finding a way to “drive” the robot, which may or may not be a colossal weapon of mass destruction; and Vincent Couture, a Quebecois linguist whose mission is to make sense of the alien symbols on panels found with some of the body parts.

Like the giant alien artifact in the story, this novel is so much more than the sum of its parts—a page-turner of the highest order!

Pub Date: April 26, 2016

ISBN: 978-1-101-88669-4

Page Count: 320

Publisher: Del Rey

Review Posted Online: Sept. 4, 2014

Kirkus Reviews Issue: Oct. 1, 2014

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A tasty, if not always tasteful, tale of supernatural mayhem that fans of King and Crichton alike will enjoy.

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DEVOLUTION

Are we not men? We are—well, ask Bigfoot, as Brooks does in this delightful yarn, following on his bestseller World War Z (2006).

A zombie apocalypse is one thing. A volcanic eruption is quite another, for, as the journalist who does a framing voice-over narration for Brooks’ latest puts it, when Mount Rainier popped its cork, “it was the psychological aspect, the hyperbole-fueled hysteria that had ended up killing the most people.” Maybe, but the sasquatches whom the volcano displaced contributed to the statistics, too, if only out of self-defense. Brooks places the epicenter of the Bigfoot war in a high-tech hideaway populated by the kind of people you might find in a Jurassic Park franchise: the schmo who doesn’t know how to do much of anything but tries anyway, the well-intentioned bleeding heart, the know-it-all intellectual who turns out to know the wrong things, the immigrant with a tough backstory and an instinct for survival. Indeed, the novel does double duty as a survival manual, packed full of good advice—for instance, try not to get wounded, for “injury turns you from a giver to a taker. Taking up our resources, our time to care for you.” Brooks presents a case for making room for Bigfoot in the world while peppering his narrative with timely social criticism about bad behavior on the human side of the conflict: The explosion of Rainier might have been better forecast had the president not slashed the budget of the U.S. Geological Survey, leading to “immediate suspension of the National Volcano Early Warning System,” and there’s always someone around looking to monetize the natural disaster and the sasquatch-y onslaught that follows. Brooks is a pro at building suspense even if it plays out in some rather spectacularly yucky episodes, one involving a short spear that takes its name from “the sucking sound of pulling it out of the dead man’s heart and lungs.” Grossness aside, it puts you right there on the scene.

A tasty, if not always tasteful, tale of supernatural mayhem that fans of King and Crichton alike will enjoy.

Pub Date: June 16, 2020

ISBN: 978-1-9848-2678-7

Page Count: 304

Publisher: Del Rey/Ballantine

Review Posted Online: Feb. 10, 2020

Kirkus Reviews Issue: March 1, 2020

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Too much puzzle-solving, not enough suspense.

READY PLAYER ONE

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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