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2026 Cover Lovers Reading Challenge (hosted by Yours Truly)

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2026 Historical Fiction Reading Challenge

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Dragon Rambles' Law of Fives Bingo

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2026 Pioneer Book Reading Challenge

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Showing posts with label Video Games/Online Gaming. Show all posts
Showing posts with label Video Games/Online Gaming. Show all posts
Monday, December 30, 2019

Thought-Provoking SLAY an Intriguing, But Conflicting Tale

(Image from Barnes & Noble)

As one of only a few Black students at her Seattle charter school, 17-year-old Kiera Johnson is used to being the "authority" on things like rap music, dreadlocks, gangstas, and slavery—even if she doesn't know a thing about the subject.  Unbeknownst to her classmates, or anyone really, Kiera actually is an expert on a popular Blacks-only virtual reality video game called SLAY.  In fact, she's the one who created it.  Longing for a protected space where she and other people like her could go to "celebrate Black excellence in all its forms," (31) she's spent the last three years designing and moderating the game.  In secret.  Her parents would be outraged that she's a gamer at all, let alone the maker of a controversial game.  And her Black boyfriend?  He'd lose it if he had any idea she used up so many hours on a time-waster like video games.
When a real-life murder occurs between two SLAY players fighting over game currency, Kiera is appalled.  She's even more disturbed when her beloved creation is labeled racist and violence-inducing.  As much as she longs to stand up for her game, Kiera can't risk exposing her identity.  But, when push comes to shove, she's forced to take action.  Will those actions unmask her as the creator of SLAY?  What will happen if it does?  Can Kiera defend and save her game or will her safe haven be shut down forever?

SLAY, a debut novel by Brittney Morris, asks some intriguing questions about online gaming, racism, Blackness, fitting in, and standing out.  As a white woman raising an adopted bi-racial child, I found the book's exploration of Blackness particularly eye-opening and insightful.  I'm not a video game fan, so that part of the novel struck me as as dull and headache-inducing as watching someone play a game.  Not gonna lie, I was tempted to skip all the in-game sections.  I didn't, but those scenes just didn't engage me at all.  Kiera was likable (in spite of her constant self-centeredness) as were her friends (other than racist, manipulative Malcolm).  The plot was compelling enough to keep me turning pages, but it contained a lot of illogical actions and weird dichotomies that drove me crazy.  For instance:  The recurring theme of being one's authentic self is an important one, but I couldn't understand how that works in a video game where everyone is hiding behind a false name, appearance, and a lot of times, personality.  That makes no sense at all.  I was also confused about why Kiera's addiction to gaming had to be a big secret.  My kids brag about being gamers!  I especially didn't get why it had to be kept from Kiera's parents—if they're "cool" with their underage daughter having sex with her (racist, manipulative) underage boyfriend in their house and they're not at all worried that their daughter spends endless hours cooped up in her room, are they really going to care that she's a gamer?  Again, totally illogical.  I could go on, but I won't.  Suffice it to say, I had some big issues with the plausibility of SLAY's whole setup, which took away from my enjoyment of the book.  Overall, I liked it enough to finish, but the novel
irritated me for a lot of reasons.  People's opinions seem to really vary on this one—it would make for a lively book club discussion! 

(Readalikes:  Hm, I can't think of anything.  You?)

Grade:


If this were a movie, it would be rated:


for language (a handful of F-bombs, plus milder expletives), violence, innuendo, and references to sex

To the FTC, with love:  Another library fine find
Wednesday, September 30, 2015

Video Game Bounty Hunter Adventure a Fun, Imaginative Yarn

(Image from Barnes & Noble)

For people who crave intense, interactive gaming experiences, the MEEP represents the ultimate playground.  While players lie unconscious at home, they use their minds to enter the massive virtual world, where all kinds of simulated experiences await their eager avatars.  Although teens are only allowed to stay inside the MEEP for up to four hours, illegal hacks let them stretch their time and experience.  The result?  Frustrated, angry parents.  That's where Phoenix "Nixy" Bauer comes in.  Because her parents work for the company responsible for the MEEP, she has even better tricks, which allow her to sneak inside the virtual world and snatch errant avatars at a much lower price than the cost of an official retrieval.  Although working as a bounty hunter (aka, a Leveller) makes Nixy less than popular with her peers, it's a quick, easy way to pad her college fund.

Nixy gets a fair amount of business, but when she's contacted by Diego Salvador, the billionaire who developed the MEEP, she's shocked.  Also nervous, as her little levelling business isn't exactly kosher. Mr. Salvador isn't busting Nixy, but giving her an assignment.  His teenage son, Wyn, has gone missing inside the game.  Worse still, the boy left a suicide note in the real world—clearly, Wyn has no intention of returning to his home in the Florida Keys.  If anyone can bring him back, it's Nixy.  

The job won't be easy, Nixy knows that.  Still, she's confident she'll succeed.  Then, she discovers the truth—Wyn hasn't barricaded himself inside the game, he's being held against his will.  Together, they have to fight their way out of the MEEP, not knowing who or what is after them.  As the stakes rise higher and higher, Nixy realizes this is no game.  This time, she's playing for keeps.  This time, it's her life—and Wyn's—that is at stake.  Can she beat her unseen enemy at its own game?  Or will she be lost forever in a virtual world that grows more dangerous with every passing second?

As you can probably tell, The Leveller by Julia Durango is a fun, fast-paced story.  Its setting—the exciting, imaginative MEEP—will appeal to gamers, reluctant readers, and anyone who enjoys a good action/adventure yarn.  Although the novel will probably make readers consider the perils of spending too much time in virtual reality vs. reality reality, its lessons are subtle.  Really, The Leveller is all about entertainment.  It's exciting, it's funny, it's upbeat, it's engrossing.  Does the whole MEEP thing seem a little far-fetched?  Yes.  Am I still confused by all its rules?  Sure thing.  Was I totally satisfied with the book's ending?  No.  And yet, I enjoyed this one immensely.  It's just fun, you know?  If you—or your favorite teen—is looking for a light, diverting read, give this one a go.  It won't disappoint.      

(Readalikes:  Hm, I can't think of anything.  Can you?)

Grade:


If this were a movie, it would be rated:


for brief, mild language (no F-bombs—at least not in English); violence/gore; and mild sexual innuendo

To the FTC, with love:  I received an e-ARC of The Leveller from the generous folks at HarperTeen via those at Edelweiss.  Thank you!
Monday, September 16, 2013

Can a Newbie Author Pull Off Such an Ambitious Plot? Well, No, Not Really.

(Image from Barnes & Noble)

School and 17-year-old Tyler MacCandless don't get along very well.  It's not that he doesn't try.  He does.  And it's not that he isn't smart enough.  He is.  It's just that his ADHD makes it difficult to sit still, impossible to concentrate.  It's a whole lot easier to pretend he doesn't care.  Blowing off class to spend quality time with his game console is more to Tyler's liking anyway.  And, if he does it well, it might even lead to a real job.  That's what Rick Anderson, an Air Force vet who's become Tyler's mentor and father figure, says.  He's given Tyler an amazing new game to test—if Tyler can reach a high enough score, he can earn his way into flight school.  At the very least, the game keeps his mind off his other problems: failing grades, his workaholic mother, and an older brother who's in rehab trying to get clean.  

Ani Bagdorian is a brilliant, 16-year-old computer programmer from L.A.  A freshman at Yale, she's feeling just a little out of place.  At least her secret job designing software for a mysterious company called Haranco pays for most of her tuition.  Even if the whole situation makes her feel a little uneasy.  Still, she doesn't dare quit, not if she wants to keep herself out of jail.  

When Tyler and Ani meet, the two are instantly attracted to each other.  Not that they're allowed to have any kind of relationship.  Haranco won't allow it.  But the more the two learn about the dangerous game they're both playing, the more sure they are of one thing:  something screwy's going on.  And they're going to get to the bottom of it, whether Haranco likes it or not.  With a powerful corporation tracking their every move, the pair will have to use every ounce of smarts, sense and courage they've got to solve the mystery before people get hurt—people who include not just themselves, but everyone they love.  

While the premise behind Playing Tyler, a debut YA thriller by T.L. Costa, sounded intriguing, it also seemed ambitious.  Maybe too ambitious for a newbie author.  Turning a plot that already sounds far-fetched into something believable—well, I just wasn't sure Costa could pull it off.  And she didn't, not really.  Still, there were things the author did right, things that surprised me, things that made the novel more entertaining than I thought it would be.  Tyler, for one—the thoughts constantly pin-balling around in his head, echoed in the stacatto rhythm of his narration, as well as his hot-tempered, half-baked ideas and actions just seemed right-on for a teenage boy with ADHD.  After reading a few chapters of the book, I actually said aloud to my husband, "Wow, no wonder [a kid we know]'s the way he is, if this is what goes on in his head all day."  So, that at least seemed authentic to me.  The rest?  Not so much.  Costa's prose definitely impressed me more than I thought it would, but Playing Tyler's still full of contrived plot twists, under-developed characters and a storyline that should have been trimmed in order to create a stronger, tighter narrative.  I ended up enjoying this one, more or less, but it's still a pretty average thriller, in my (oh, so humble) opinion.  And yet, Costa is an author on which I'll definitely be keeping me eye.  

(Readalikes:  Reminded me of The Kill Room by Jeffery Deaver)

Grade: 

If this were a movie, it would be rated:


for strong language, sexual innuendo/content, depictions of underage drinking/illegal drug use, and violence

To the FTC, with love:  I received a finished copy of Playing Tyler from the generous folks at Strange Chemistry via those at BookSparks PR.  Thank you!
Saturday, February 09, 2013

Online Gaming Meets the Apocalypse in New Dystopian Thriller

(Image from Barnes & Noble)

Pandora Walker's as plugged in as the next teenager.  Like all her friends, the 17-year-old spends hours texting on her cell phone, scrolling through Facebook updates, and playing her favorite virtual-reality games.  But when her laptop starts interacting with her—well, that's when things get really weird.  
It all begins when Pandora opens a mysterious e-mail, supposedly from her long-lost father.  Downloading the included attachments triggers a chilling message from her favorite online game:  Beat the Game.  Save the World.  Pandora's sure the whole thing is just some elaborate prank, but when the Internet crashes, the phone lines quit working and cities around the nation go dark, she's convinced that this is no joke.  She has to believe what she's reading on her computer screen—in ten days, life as she knows it will end.  The only way to save it?  Beat a terrifying, very real version of Pandora's Box, the most popular virtual reality game in the world.  Pandora hasn't even mastered the original—how is she supposed to conquer this one?  It's impossible, but she has to play.  And win.

When the FBI shows up on her doorstep, accusing Pandora of cyber terrorism, she realizes she's going to have to save the world on the run.  Along with her neighbors, two stepbrothers she barely knows, Pandora's racing across the South trying to figure out game clues that are astonishingly personal.  With chaos reigning on the streets, surviving in the real world's becoming just as dangerous as fighting monsters in the game.  Even if she can level up enough to beat Pandora's Box, she might not survive looters, street gangs and the government agents who won't give up until they have her behind bars.  As the world falls to pieces around her, Pandora plays as well as she can, as fast as she can—but it may not be enough to save herself, let alone the planet, from total annihilation.

Although the plot of Doomed, a new YA dystopian thriller by Tracy Deebs, gets confusing, it's engrossing enough to keep readers engaged.  The gaming aspect keeps the story (somewhat) fresh, although there's plenty of the same ole, same ole as far as dystopian elements go.  I found Pandora sympathetic, but annoying, especially since her affections kept flip-flopping between her two travel companions.  Fickle much, Miss Walker?  Also, the story gets a little far-fetched (okay, a lot far-fetched).  Overall, though, I found Doomed to be a fast-moving, action-packed thriller compelling enough that I digested it pretty much in one sitting.  It didn't bowl me over or anything, but I still enjoyed the read.     

(Readalikes:  Reminded me a bit of The Darkest Minds by Alexandra Bracken and Don't Turn Around by Michelle Gagnon)  

Grade:  B-

If this were a movie, it would be rated:  R for strong language (half a dozen F-bombs, plus milder invectives), violence and sexual inneundo

To the FTC, with love:  I received an e-galley of Doomed (via NetGalley) from the generous folks at Bloomsbury.  Thank you!
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