Gr 9 Up—When the Lazarus Game Shop opens in his home town, 15-year-old Carter Chance's life—as well as the lives of those in his community—changes forever. Carter, an ambitious, intellectually curious genius, is approached by the shop's mysterious owner (Geoffrey Chaucer) with an intriguing offer: he would like for Carter to be a developer for the next version of his cutting-edge video game. With technology so advanced that it makes the user enter a world where dreams seem to come true, participants (mainly teens) become so engrossed that they stop eating and drinking and eventually wither away. Carter's arrogance and desire to impress his friends drive him to accept Chaucer's offer, despite several obvious red flags. Unfortunately, the life forces of those playing the Lazarus Game are being sacrificed to resurrect the dead or extend the life of those that have been deemed worthy by Chaucer. Several instances of foreshadowing add to the story's mystique (how exactly can a poet from the Middle Ages still be alive?). Readers will be hooked by the unique premise of the story, the humor, and the action—especially once Carter, his friends, and the blade-wielding "Hobo Warrior" work together to sabotage the game. Teens will especially appreciate references to popular technology and Carter's sarcastic narration.
VERDICT A stand-out sci-fi adventure that will appeal to reluctant readers and techies alike.
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