Most Helpful Customer Reviews
28 of 32 people found the following review helpful:
5.0 out of 5 stars
Dark, humorous, innovative, absolutely no cliches - flawless, June 23, 2004
Don't trust anything or anyone! As much as I hate to use cliché's, in this book absolutely nothing is as it seems, and clues hide themselves in the strangest of places. Oftentimes, the solution that seems most obvious is not the solution. What a wonderful book of twists and turns! I was won over immediately by the writing style. At once dark and flippantly humorous, the author has a fine eye for detail, and more than once I found myself laughing out loud, only to be silenced moments later due to a suspenseful turn of events. You'll find, in the beginning, that a dictionary will come in hand, and I urge you to look up any words you don't understand. More often than not, you'll find that the knowledge of the word enriches the reading experience, and the quirkiness of the "big word" is appropriate for the setting. For example, phthisis means pulmonary tuberculosis. And as it's used in the book, it's hysterical. Really. The actual game described in the title is astonishingly innovative; I've never seen anything like it. To say anything about it gives too much away, so I'll hope only that you trust me. The Booklist review, as well as the inside jacket flap, do a wonderful job of setting the scene, so I'll end by saying: this book NEEDS to have a broader reading audience. At the writing of this review, the book ranked 73,034 on Amazon's listing. That must change. I have a very difficult time imagining someone reading this book and not being highly entertained, for there is ample entertainment value, of myriad kinds, on every page. If you take my recommendation, you won't regret it.
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
10 of 10 people found the following review helpful:
5.0 out of 5 stars
A non-stop page turner, June 10, 2005
A Kid's Review
When I first got this book I wasn't sure what to expect. The opening flap suggested a Chronicles of Narnia kind of feel, but what I got was totally different.
The book starts out when the main character, Gregory and his friend Brian are invited to stay at Gregory's Uncle's old house in the country. There they discover a lost civilization, a mysterious game, and many extrodinary adventures and creatures.
For me, this book was not only a captivating read but had me laughing so hard I was on the ground in tears.
This bok was well written, but some of the words may be a bit difficult to understand (and there are no dictionary quotes like in "A Series of Unfortunate Events").
I highly reccomend this book for anyone who loves fantasy, particularly if you enjoy lost countries and mythical beings made to fit into our own world without flaw.
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
7 of 7 people found the following review helpful:
5.0 out of 5 stars
Hilarious, and full of quirky, creepy surprises, September 10, 2004
"The woods were silent, other than the screaming." Right from this first sentence of THE GAME OF SUNKEN PLACES, readers get a good idea of the creepy fun they're in for in M. T. Anderson's masterful new fantasy novel. In addition to being genuinely scary, Anderson's novel also manages to be wickedly clever and laugh-out-loud funny at the same time.
If you just look at the book's jacket, you'd think THE GAME OF SUNKEN PLACES was one of those old-time adventure novels. And, in many ways, you'd be right. The story does feel very old-fashioned, even though it's set in the present day. Part of the book's nostalgic feel comes from the plot. There's the eccentric (borderline insane) uncle living in a ramshackle mansion in the woods of Vermont, for one thing. Gregory and his best friend Brian travel by train to stay with Gregory's uncle during their autumn school vacation.
Uncle Max meets them with a horse and carriage, brings them to the isolated mansion, and takes away all their modern-day possessions, leaving them with nothing to wear but old-fashioned nightgowns and knickerbockers. The two friends find themselves in an attic nursery, filled with toys from the past, including the mysterious "Game of Sunken Places" board game.
As soon as Brian and Gregory turn over the hourglass timer that starts the game, they get the feeling that this is no simple game of Parcheesi. Instead, the game board, which represents the dark woods outside the mansion, is filled with sinister characters like the ogre Snarth, the mysterious opponent Jack Stimple, and the bitter elf Wee Sniggleping, who spends all his time convincing Brian and Gregory that he's not like one of those cheerful Keebler Elves. The boys meet these real-life characters as they navigate the game board, answering riddles and solving puzzles along the way, and the plot has as many twists and turns as the game board itself does.
The action-packed plot is reason enough to pick up THE GAME OF SUNKEN PLACES; what sets this novel apart, though, is the details. From Gregory's wisecracks --- many of which make no sense but are nonetheless hilarious --- to bizarre descriptions of Hummel figurines ("Little German children, wearing lederhosen, kissed while carpets of fungus crawled and devoured them"), the book is filled with quirky, sometimes creepy surprises that may have readers falling off the edge of their seats with laughter.
--- Reviewed by Norah Piehl
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
|