The Battle
فرمت کتاب
ebook
تاریخ انتشار
2019
Lexile Score
710
Reading Level
3-4
ATOS
5.2
Interest Level
4-8(MG)
نویسنده
Karuna Riaziشابک
9781534428744
کتاب های مرتبط
- اطلاعات
- نقد و بررسی
- دیدگاه کاربران
نقد و بررسی
June 1, 2019
Following The Gauntlet (2017), Riazi once again offers a fast-paced story in a changing game world with floating skyscrapers, flying cars, flavorful food and sweets, and a giant talking mouse. It's been a few years since Pakistani American Ahmad Mirza, now 12, entered Paheli. After his sister, Farah, now at Princeton, sends a mysterious package to his school instead of home, Ahmad finds himself in Paheli again with classmate Winnie Williamson, who's black. He does not remember the time spent in Paheli, but everything seems familiar somehow: "Something about the Minaret...reached inside and scratched its nails over old scars in his heart in the worst kind of way. It brought up memories of pain and panic without him even being able to identify what those memories were." The evil Architect has a new partner, the MasterMind; Madame Nasirah, the Gamekeeper, is back to guide the players, providing them with spinach pies, desserts, and tools. T.T., a 6-foot-tall talking mouse, provides additional support. Ahmad and Winnie must stick together and trust each other if they are to defeat the Architect and MasterMind in the requisite three rounds, solving a puzzle in each timed challenge. Ahmad, who has ADHD, struggles with making friends and discovers more about himself through his game adventure. Through the tight third-person narration, Ahmad comes into his own, but Winnie's character is not as fully developed. An exciting return. (Fantasy. 8-12)
COPYRIGHT(2019) Kirkus Reviews, ALL RIGHTS RESERVED.
July 1, 2019
Gr 3-6-The Bengali-American Mirza family returns in another fast-paced and danger-filled trip to Paheli, the fantasy game world from Riazi's The Gauntlet. This title features Ahmad, now 12 but still experiencing social problems due to his presumed ADHD, who enters the magical game world via a Nintendo Switch, along with his new friend Winnie. This time, the very existence of New York City hangs in the balance. Things have changed inside Paheli; most notably, the world shifts and changes around them faster than ever, and there is ambiguity about the goal of the game and who the pair's true adversaries are. Riazi's choice not to establish solid rules for her fantasy world impedes the reader's ability to anticipate events or attempt solving the problems ahead of her characters, making this feel like simply being along for a ride, zooming from one danger to another with little contemplation or strategy. Ahmad and Winnie develop very little other than strengthening their friendship throughout the narrative. Riazi regularly alludes to events and characters from the prequel. The most enticing elements of this novel are its South Asian and Middle Eastern cultural touchpoints: delicious foods, the sandy souk, monkeys, banyan trees, and the djinn behind it all. VERDICT Fantasy featuring people of color is sorely needed, and while this adventurous sequel could be read on its own, it's recommended to buy both novels for kids who love action-packed science fiction.-Rhona Campbell, Georgetown Day School, Washington, DC
Copyright 2019 School Library Journal, LLC Used with permission.
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