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KOP

Gritty, tough, sweaty, with a vivid and well-thought-out backdrop, solid, brutal sleuthing, a deeply flawed but worthy hero...

Far-future, hardboiled good-cop/bad-cop yarn, from Denver-resident newcomer Hammond.

Nearly 800 years from now, following economic collapse, the overheated, barely habitable colony world Lagarto is an impoverished backwater. What little money remains is the byproduct of gangster activity and vice, the former an unholy but effective alliance between police chief Paul Chang and crime boss Ben Bandur, the latter earning desperately needed off-world funds by supplying whores and drugs to tourists and space miners. In the largest city, Koba, narrator detective Juno Mozambe is Chang’s oldest friend, confidante and enforcer. These days Juno’s still quick with his temper and his fists, but, because of duty-related injuries, slower, shaky and contemplating retirement. However, when an army officer is murdered outside a whorehouse, Chang asks Juno to take the case. Now, Chang and Bandur pretty much keep a lid on things, but Chang and Juno have done, and concealed, many dark deeds, and recognize Mayor Omar Samir’s anti-corruption posture immediately as a plot to topple Chang. And Juno’s partner, rookie detective Maggie Orzo, may or may not be reporting to the mayor’s office. In the steaming heat, evidence deteriorates rapidly, but the victim was murdered, it seems, by a psycho who slashed his throat and carved off his lips. What, if anything, does this have to do with the mayor’s power play? Well, when Juno and Maggie catch up with the murderer, it turns out that he’s integral to a string of mysterious abductions, of fit young people who’ve been whisked away into space—as slaves.

Gritty, tough, sweaty, with a vivid and well-thought-out backdrop, solid, brutal sleuthing, a deeply flawed but worthy hero and a sequel waiting in the wings: a powerful combination.

Pub Date: July 1, 2007

ISBN: 978-0-765-31272-3

Page Count: 336

Publisher: Tor

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: May 1, 2007

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READY PLAYER ONE

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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A QUEEN IN HIDING

A new series starts off with a bang.

A queen and her young daughter are forced to separate and go into hiding when a corrupt politician tries to take over the kingdom.

Queen Cressa of Weirandale is worried about her 8-year-old daughter, the “princella” Cerúlia. The people of Weirandale worship a water spirit, Nargis, who grants each queen a special gift called a Talent. Cressa herself is able to meddle with memories, for example, and her mother possessed supernatural strategic abilities that served her well in battle. Cerúlia, however, appears to have none, because surely her insistence that she can talk to animals is only her young imagination running wild. When Cerúlia’s many pets warn her about assassins creeping into the royal chambers, the girl is able to save herself and her mother. Cressa uses her Talent, which actually extends to forcing anyone to tell her the truth, to root out traitors among the aristocracy, led by the power-hungry Lord Matwyck. Fearing for her daughter’s life and her own, Cressa takes Cerúlia and flees. Thinking Cerúlia will be safer away from her mother, Cressa takes the girl to a kind peasant family and adjusts their memories so they believe Cerúlia is their adopted daughter. Kozloff’s debut is the first of four Nine Realms books, and Tor plans to publish them over just four months. Luckily, the series opener is a strong start, so readers will be grateful for the short wait before Book 2. Kozloff sets a solid stage with glimpses into other characters and nations while keeping the book together with a clear, propulsive plot.

A new series starts off with a bang.

Pub Date: Jan. 21, 2020

ISBN: 978-1-250-16854-2

Page Count: 496

Publisher: Tor

Review Posted Online: Sept. 29, 2019

Kirkus Reviews Issue: Oct. 15, 2019

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