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Overview
REALITY? I'd give it a C-.
That's what fifteen year old Judith Ellis thinks, anyway. Reality is her former best friend not talking to her this year. Reality is her dad living three thousand miles away. Reality is what happened outside 158 West Seventy-first Street, New York City.
To Judith, fantasy rules. Particularly in the Game, which she plays online with a bunch of strangers she knows only as the Witch, the Drunken Warrior, and Irgan the Head Case. In the gaming world it's strictly alternative identities. No one knows who you are, no one gets too close.
But one player in the Game is coming after her β and he's a lot closer than Judith guesses.
Close enough to see her, close enough to talk with her,
Close enough to like her.
Two teenagers connect online in a role-playing game which leads them into their own face-to-face, half-acknowledged courtship.
Editorials
Publishers Weekly
This ambitious second novel from the author of The True Meaning of Cleavage covers roughly the same terrain-alienation among affluent New York City teens-with mixed success. The story starts strong, capturing the obsessive pull that an online computer game has on 14-year-old Judith Ellis, who freaks when one of her online opponents attacks the character she's playing. Too coincidentally the "psycho killer" from the game turns out to be her "juvenile delinquent" neighbor, Jonathan. Identities revealed, the two drop the online game to create their own, to the horror of Judith's overprotective, divorced mother. This budding friendship helps to compensate for Judith's isolation at school, where she's been dumped by former best friend, Leia. Judith dreads walking past Leia's apartment, though the author does not reveal until late in the story that the heroine is not running from her ex-friend but rather from the memory of having been attacked in the lobby of Leia's building (an attack she has kept secret from all but Jonathan). In an interesting twist, Jonathan helps Judith confront her fear; the development of their relationship is the novel's greatest strength. However, Judith's possibly confused sexuality is one of several threads left undeveloped, and the subplot in which she tutors a "fat, rich... airhead" has a predictable outcome. Smooth writing and authentic dialogue add an unnaturally quiet tone to a book that brims with conflicts but never quite manages to bring them into sharp relief. Ages 12-up. (Sept.) Copyright 2004 Reed Business Information.KLIATT
Fifteen-year-old Judith Ellis, a child of divorce, attends an academically tough prep school and excels at The Game, a fantasy activity. By day, Connolly High School is Judith's reality, while at night she morphs into Terryn, a successful thief. Reality includes an awkward, long-distance relationship with her father in Seattle, the mysterious loss of her best friend, and a weird boy in her apartment building. Judith becomes curious about the boy and eventually befriends him, with some surprising results. They form an uneasy alliance and create an offline fantasy game. As reality starts to fuse with fantasy, Judith becomes aware of herself in new ways. This story will connect with teens who don't fit in, or have been banished from a group for one reason or another. It describes the role of fantasy gaming in the lives of teens. Recommended for older middle and high school students, especially for misfits searching to find their place in the social strata and hierarchy of school. KLIATT Codes: SβRecommended for senior high school students. 2004, Simon & Schuster, Pulse, 260p., Ages 15 to 18.βHolley Wiseman