Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Wednesday, May 20, 2026

The Hidden Dominion of Geordie James

The Hidden Dominion of Geordie James is a fantastic graphic novel that delves into many contemporary issues that kids and parents are dealing with. Geordie is obsessed with Dominion, a Minecraft-ish MMORPG where he spends hours building up an elaborate amusement park with even more elaborate defenses to drive away marauders who would steal his (digital) stuff. His dad does not really see what he gets from the game, but he does not like it, especially when Geordie starts to fail science class. He grounds Geordie, making him spend time outside. Geordie finds a secret hideout, which somehow has working wifi he can use when he sneaks his tablet. He also becomes somewhat obsessed with a pig that has somehow escaped into the wild in their neighborhood.

Geordie is not the only one failing science though, and he and some classmates get put into an after-school group to work on a project to boost their grades. It turns out that Geordie is not great at working in groups, and some of his classmates are tough to get along with. They sometimes bicker and struggle to come up with a common topic, and seeing how they interact reminded me of how many kids today relate to one another, when they have to manage both face-to-face and digital interactions.

I am not going to get more into the plot and how the various relationships work out, but I will say that I found a lot of nuance and suspense throughout this book, and I found it really difficult to put down. It's not only riveting, it's also very moving and relatable. The interplay between reality and virtual worlds was palpable, and I cannot wait to share this book with my kids.

The Hidden Dominion of Geordie James was made by Mike Dawson, who is one of my favorite comics artists. I belong to his Patreon, where he publishes "almost monthly" zines. He has also written and drawna number of graphic novels over the years, including the Fifth Quarter books, Freddie & Me, Angie Bongiolatti, and Troop 142. He also has done a lot of  graphic nonfiction and essay work, including the collection Rules for Dating My Daughter and plenty of comics for The Nib and other venues.

All three of the reviews I have read of this book have starred ones. The entry from Kirkus Reviews concluded, "A beautifully resonant work for the plugged-in set."  Barbara Ward wrote in Booklist, "With threads exploring philosophical and moral questions and a nuanced look at the impact of time online for kids, this bright, expressive graphic novel has lots of emotional grounding while still being an engaging story of an often-overlooked kid finding acceptance and understanding." The School Library Journal  wrote that it "could readily serve as a mentor text and is an excellent book club choice for middle school students.”

The Hidden Dominion of Geordie James was published by Union Square Kids, and they offer a preview and more information here.

Sunday, January 15, 2017

Other Lives

Other Lives is an exploration of identity as filtered through the technology we use, in this case online avatars. It focuses on the relationships between four people. Vader Ryderbeck is a neurotic journalist who uses an obvious pseudonym and whose insecurities threaten his relationship with his girlfriend Ivy. She is the family rebel, an Asian girl who moved out of her conservative parents' home and lives with a white boy. In writing a story, Vader encounters two friends from the past. One, Otis, claims to be an ex-federal agent, although this seems unlikely as he lives with his mother and gets caught in some untruths. The second is Woodrow, a gamer with a gambling problem whose marriage does not seem as solid as he claims.
Of course, the real-life foibles, insecurities, and personality issues each character has spills over into the virtual world, here a Second Life parody named Second World. And the result of all this interplay is conflict and some strained relationships when Ivy and Woodrow become embroiled in an online dalliance. I felt that the story was an interesting one that hits on ideas of truth, identity, and our many "real-life" relationships as they function both face-to-face and in electronic spaces. Certainly, the characters may be stock stereotypes but in the end they help tell a thoughtful and entertaining tale.

This book's creator Peter Bagge is one of my all time favorite comics makers. A multiple award winner with decades of comics to his credit, he created the seminal alternative comics series Neat Stuff and Hate and served as editor of the underground comics holdover anthology Weirdo. He has also created a number of graphic novels, including Woman Rebel, Apocalypse Nerd,  and Reset. More recently, he has been a frequent contributor to publications like Reason magazine (see his collection Everybody is Stupid Except for Me) and Vice Magazine (the Musical Urban Legends column).

The reviews I have read about this book have been a mixed bag full of lots of critiques. Alice Parker remarked that it "is clearly the work of a professional, but one that seems to have lacked editorial oversight." Shawn O'Rourke concluded, "Other Lives is an interesting story that confirms why Peter Bagge has become a acclaimed name in the art comic world." R.S. Martin wrote, "Bagge’s explicit theme is that the Internet has led to people assuming multiple identities within their lives, but he doesn’t develop it into any greater insight or irony. As such, it always takes a back seat to the character comedy."

Other Lives was published by Vertigo, and they have info about it here.

Saturday, November 5, 2016

Tetris: The Games People Play

Tetris is one of the most addictive video games ever, but who kho knew that the backstory behind  it was so interesting, complex, and convoluted? And who knew it would also involve a pretty dark, grisly murder/suicide? Tetris: The Games People Play covers A LOT of ground. It gets into the origin of games, which harkens back to prehistoric times; a couple of Russian engineers designing a game; the history of the Nintendo company, and a lot of international businesses and legal dealing.

One of the things I enjoyed was how much the book captured the technological context of each time. Seeing the landscape of the 1980s in Russia, no less, lends insight into what computers were like and how programming was practiced. Certainly, I appreciate seeing how things used to be captured, especially in a time where a lot of the technology we use is so polished and removed from its source codes, etc. The simple, boxy, and somewhat clunky artwork in the book, along with the monochromatic coloring also contribute to this retro feel.
I also enjoyed reading about all of the business and legal drama that went on regarding Tetris. There were multiple large corporate interests involved, and lots of arcane legal challenges, as the game was state-owned by a communist country who employed a special operative to negotiate rights and pay rates for an increasing amount of platforms. I feel it would have been easy to get lost in the procedures, but the storytelling here is very clear and straight forward.
Not only was this book fascinating in its content, it was also compelling in its delivery. Its creator Box Brown, the man behind one of my favorite graphic novels of 2014, Andre the Giant: Life and Legend, makes a tale that is both a journalistic documentary and a suspenseful series of twists and turns. Brown has a bevy of comics credits and he also publishes a variety of others' works under the RetroFit imprint. He speaks in a very in-depth way about the Tetris book and his work on it in this interview.

All of the reviews I have read about this book comment positively on the interesting plot and situations, though one of them was more critical of the art than others. Kirkus Reviews gave it a starred review, concluding, "A clean and engaging visual style supports a story that sustains narrative drive, humanizing the characters and making readers care about every development." The School Library Journal also gave it a starred review, and Chantalle Uzan offered the verdict, "This quick, thoughtful read will find an audience among teens interested in pursuing a career in video game design or those who wonder just how video games like Tetris have spread like wildfire." Publishers Weekly commented positively that "Brown’s drawings are simple but highly effective, using a black, white, and yellow color scheme to evoke the limited or nonexistent graphics available to Alexey." James Smart offered a contrary opinion, writing that "the artwork is forgettable and the characters are flat, leaving the book feeling – in contrast to the game – all too putdownable."

Tetris: The Games People Play was published by First Second, and they have a preview and lots of information available here.

Saturday, August 15, 2015

In Real Life

Stereotypes that video games are for boys prevail even though statistics indicate that about half of all gamers are female. In addition, eruptions such as Gamergate show that in many ways female gamers are sometimes the target of misogynist agendas. Even though such ugliness is not overtly referenced here, it is in the background of this graphic novel, In Real Life. The protagonist here is Anda, a teenaged D&D fan who is inspired by a guest speaker at school to try playing a MMORPG.
Playing the fictional game Coarsegold Online, Anda finds a niche she enjoys. She quickly masters game-play, makes friends, and levels her character (Kalidestroyer) up.
Also, she joins a clique of video game activists who seek to root out the farming that is happening in the game. Anda likes the camaraderie that comes with joining this group and also enjoys the sensation of making this world a more equitable place while also making some actual money when she gets paid for completing these missions.
This real life reward makes her parents suspicious of what she is doing online, but there are other consequences when she befriends one of the farmers, a Chinese boy named Raymond who supports himself by farming. Not only does this friendship complicate Anda's worldview, it also has a massive impact on Raymond's life when he takes Anda's advice and tries to get his fellow workers to demand improvements in their working conditions. I do not want to spoil the ending, but  I did think it was a bit pat, that things did resolve perhaps a little too neatly. Still, I felt that overall this was a worthwhile book that highlighted the ways that consumerism, gender, fiction, and business intersect in complicated ways.

This ambitious and beautifully drawn book is a collaboration between Cory Doctorow and Jen Wang. Doctorow is an award winning author of multiple YA books, including Little Brother and Homeland, a blogger, and the co-editor of Boing Boing. Wang is an artist and illustrator, and her debut graphic novel was Koko Be Good. I love her artwork, with its flowing lines, cool pastel colors, emotive characters, and fun energy. Both creators speak about their work on In Real Life in this interview.

All of the reviews I have read about this book lean to the positive. Chris Taylor offered his opinion that "they’ve shoehorned rather too much into the story for this to be entirely effective," but added that it "is a powerful narrative nonetheless." Kelly Thompson summed up that it was "a socially relevant, heartfelt and emotionally engaging story about a female gamer that will likely inspire and encourage generations of awesome girls." Jonah Gregory wrote, "It’s an enjoyable read and the messages it wants to convey aren’t so heavy handed as to be distracting."

In Real Life was published by First Second, who provides a preview and much more here.

Sunday, July 15, 2012

Level Up


This book is dedicated to the creators' brothers who became doctors. The dedication is apt because Level Up is about the pressure some children feel to live up to their parents' expectations. Dennis Ouyang, the protagonist, fell in love with video games at age 6, but he was never allowed to play them or get an allowance to squander on arcade games. His father tells him that he will have to "eat much bitterness" in this life, especially because he wants his son to become a doctor. Dennis hints for months that he wants an NES for his birthday, but instead gets a chemistry set. After his father dies, he throws himself into gameplaying, which wreaks havoc on his grades. Threatened with expulsion from college, he is visited by four angels who intervene. Eventually in med school, Dennis finds himself questioning if this is the career path for him.

As with Yang's other works, this book blurs the lines between fantasy and reality in a magical realistic manner. Metaphors about religion and life mix with video game images and conventions in surprising and almost logical fashion, making for a narrative that is compelling in multiple ways. The ambiguity and uneasy feelings that come from growing up and figuring out what to do with one's life are portrayed masterfully. At times, friendly faces seem sinister and vice versa. Pham's art is deceptively simple looking, but conveys much emotion and meaning. Although it does not pack the wallop of American Born Chinese, Level Up still pays off well as an expressive story.

This book is a collaboration between writer Yang and artist Pham. Gene Luen Yang is an educator and an established, award winning graphic novelist who has published American Born Chinese, The Eternal Smile, and Prime Baby. Thien Pham is a high school teacher and an up and coming graphic novelist. He has few other credits as yet, but he has a forthcoming solo graphic novel called Sumo set to be released in December. This article touches on both creators' work on this book.

Level Up was selected a New York Times Notable Children's Book (Young Adult) for 2011. Reviews I have seen thus far have been on the positive side. Nicole Wong remarked on the strong manner the book conveys meaning visually, "Complex relationships and personalities are sketched out with subtlety and nuance, through meaningful hand-drawn facial expressions and blank contemplative framed pauses." Mark Flanagan called the book "good" but not great and wrote that it "is a well-illustrated and universally appealing story, however I would like to have seen Yang delve more deeply into Dennis’ relationship with his medical school friends." Kirkus Reviews summed it up as "A piquant, multilayered coming-of-age fable for the wired generation."

A preview and multiple other resources are provided here by Yang. The book's publisher, First Second, provides more resources and information, including reading group and discussion guides, here.