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FUTURELAND

THE ARCHITECT GAMES

From the Futureland series , Vol. 3

A return to an exciting world of Afrofuturism where everything’s on the line and there’s a lot for a kid to learn.

The fate of Futureland is at stake in this third series entry when the evil Architects return for a winner-takes-all showdown.

Cam Walker, his parents, and Uncle Trey originally planned on a much-needed vacation to Italy, bringing along Futureland, their floating amusement park home, as well as Grandma Ava and Cam’s middle school friends from Atlanta. But the mysterious re-emergence of long-lost family friend Auntie Maxine coincides with these plans being derailed by familiar shadowy villains. The Architects challenge the crew to a series of high-stakes games for the future of Futureland. Obviously, the Walkers must accept. Their only saving grace is getting to choose the location—Cairo, where the technologically advanced Egyptians can serve as impartial referees. Otherwise, the Architects, with their advanced tech and lack of morals, are seemingly at an advantage. After some early issues with Cam’s leadership and a shocking betrayal, Team Futureland prove to be formidable competitors in a wide array of games and puzzles incorporating Egyptian culture—ancient, contemporary, and futuristic. The Architects are nefarious cheaters in the action-packed adventure, but teamwork and kid-size savvy win out. The dynamic format includes comic spreads and other visual elements. Ultimately, though, triumph for Cam looks less like vanquishing the Architects once and for all than finally taking on normal seventh grade life. Final art not seen.

A return to an exciting world of Afrofuturism where everything’s on the line and there’s a lot for a kid to learn. (guide to Futureland) (Science fiction. 9-13)

Pub Date: Nov. 19, 2024

ISBN: 9780593479506

Page Count: 336

Publisher: Random House

Review Posted Online: Sept. 28, 2024

Kirkus Reviews Issue: Nov. 1, 2024

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ESCAPE FROM MR. LEMONCELLO'S LIBRARY

From the Mr. Lemoncello's Library series , Vol. 1

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read...

When a lock-in becomes a reality game, 12-year-old Kyle Keeley and his friends use library resources to find their way out of Alexandriaville’s new public library.

The author of numerous mysteries for children and adults turns his hand to a puzzle adventure with great success. Starting with the premise that billionaire game-maker Luigi Lemoncello has donated a fortune to building a library in a town that went without for 12 years, Grabenstein cleverly uses the tools of board and video games—hints and tricks and escape hatches—to enhance this intricate and suspenseful story. Twelve 12-year-old winners of an essay contest get to be the first to see the new facility and, as a bonus, to play his new escape game. Lemoncello’s gratitude to the library of his childhood extends to providing a helpful holographic image of his 1968 librarian, but his modern version also includes changing video screens, touch-screen computers in the reading desks and an Electronic Learning Center as well as floor-to-ceiling bookshelves stretching up three stories. Although the characters, from gamer Kyle to schemer Charles Chiltington, are lightly developed, the benefits of pooling strengths to work together are clear.

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read is a winner for readers and game-players alike. (Mystery. 9-13)

Pub Date: June 25, 2013

ISBN: 978-0-375-87089-7

Page Count: 304

Publisher: Random House

Review Posted Online: April 2, 2013

Kirkus Reviews Issue: May 1, 2013

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THE LION OF LARK-HAYES MANOR

A pleasing premise for book lovers.

A fantasy-loving bookworm makes a wonderful, terrible bargain.

When sixth grader Poppy Woodlock’s historic preservationist parents move the family to the Oregon coast to work on the titular stately home, Poppy’s sure she’ll find magic. Indeed, the exiled water nymph in the manor’s ruined swimming pool grants a wish, but: “Magic isn’t free. It cosssts.” The price? Poppy’s favorite book, The Lion, the Witch, and the Wardrobe. In return she receives Sampson, a winged lion cub who is everything Poppy could have hoped for. But she soon learns that the nymph didn’t take just her own physical book—she erased Narnia from Poppy’s world. And it’s just the first loss: Soon, Poppy’s grandmother’s journal’s gone, then The Odyssey, and more. The loss is heartbreaking, but Sampson’s a wonderful companion, particularly as Poppy’s finding middle school a tough adjustment. Hartman’s premise is beguiling—plenty of readers will identify with Poppy, both as a fellow bibliophile and as a kid struggling to adapt. Poppy’s repeatedly expressed faith that unveiling Sampson will bring some sort of vindication wears thin, but that does not detract from the central drama. It’s a pity that the named real-world books Poppy reads are notably lacking in diversity; a story about the power of literature so limited in imagination lets both itself and readers down. Main characters are cued White; there is racial diversity in the supporting cast. Chapters open with atmospheric spot art. (This review has been updated to reflect the final illustrations.)

A pleasing premise for book lovers. (Fantasy. 9-12)

Pub Date: May 2, 2023

ISBN: 9780316448222

Page Count: 320

Publisher: Little, Brown

Review Posted Online: Feb. 24, 2023

Kirkus Reviews Issue: March 15, 2023

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