Detective Fiction, Other Science Fiction Categories, Women Detectives - Fiction
Log in to track your reading progress.
Overview
Chloe Dorn is missing. The sixteen-year-old was there, in the Stanford Cactus Garden, the night of the murder. She saw something, knows something. Now she's running for her life. A young man is dead, killed in a particularly bizarre and frightening way. The cops find the body, neatly laid out with hands crossed on his chest, two puncture wounds to the neck, his blood drained. Either a cult is at work, or a cunning killer has taken a vampire game too far. Vampire games permeate this case, as private investigator Catherine Sayler soon discovers when she's called in both to search for a computer programmer who has disappeared and to help find Chloe. Chloe Dorn had a fascination with vampires, and she knew Matt Demming. Together, they were part of an LARP, a Live Action Role-Playing game, in which human beings play the role of vampires and the city streets become the game board. Chloe and Matt played the game the night they disappeared. Matt, Catherine soon learns, is the victim who was killed in the Cactus Garden. Catapulted into a high-profile case, where the cops, the media, and Chloe's outraged pastor are screaming "cults," Catherine plays for time as she enlists her niece Molly, her lover Peter, and her partner Jesse in her search for the truth, and, even more urgently, for Chloe.Editorials
Marilyn Stasio
...her open-minded attitude toward the adolescent imagination is refreshing. -- New York Times Book ReviewPublishers Weekly -
Role-playing games (RPGs)virtual and actualtake center stage in this perceptive sixth entry in Grant's series starring San Francisco Bay Area's technologically savvy PI Catherine Sayler (Lethal Genes, etc.). Catherine hires on with a computer gaming company to find its lead programmer, Matt Demming, who has fled and taken with him a new vampire game's source code. Before she gets very deeply into the case, the young man's body is found, drained of blood with two puncture wounds in his neck. Because Matt also played the role of a vampire in a live-action RPG taking place on the streets, the police are divided as to whether the killing is related to business (his computer and the code are still missing) or a cult. While the cops hash out their theories, egged on by a minister who has sworn to demolish all cults, Catherine agrees to help search for Chloe Dorn, the missing friend of her teenage niece. Chloe, Catherine learns, had been with Matt the evening he disappeared. E-mail, computer games and the Internet figure prominently as Grant expertly juggles the emotional and technological elements of the game players' fanciful, often terrifying world, where the lines separating fantasy and reality blur. (Apr.)VOYA
San Francisco detective Catherine Sayler has been given custody of her fifteen-year-old niece, Molly, who has a history of running away. Jesse Price is Catherine's business partner who specializes in cases involving children and teens. One evening Catherine and Jesse are confused by the activities of a group of teens on the neighborhood streets, and Molly explains that they are LARPing-participating in a role-playing game that evolved out of Dungeons and Dragons. Soon after this encounter, Catherine is hired by a small computer software company to locate Matt Demming, who has stolen essential computer codes. At nearly the same time, Molly's mother asks Catherine to visit a friend whose daughter, Chloe, has disappeared. Catherine discovers that Matt's body was found murdered in a curious manner, and that Chloe was seen leaving a LARP game with him. Publicity about the murder and games involving vampires provokes the involvement of a local religious leader and a police expert on cults. Chloe fears for her life and the safety of her family (she has the missing computer information). She also fears disapproval about her involvement in LARP and while she wants to cooperate with the authorities, she finds friends to help her hide. As Catherine tries to get some straight answers, she decides that with Jesse's help, Molly can try to contact Chloe, who eventually becomes the only one who can draw out the killer. Grant has written other mysteries involving this detective, but the attraction of this one for YAs is the focus on teens, computer action, and LARP. The writing is solid, the characters believable, and the action reasonably well paced. The relationships between the young people and the adults in this book are nicely done and profile a wide range of parent-teen relationships. This is not a standout mystery, but there is enough action to keep the reader interested up until the last scene. VOYA Codes: 3Q 4P S (Readable without serious defects, Broad general YA appeal, Senior High-defined as grades 10 to 12).Kirkus Reviews
Matt Demming's never been able to keep his play separate from his work. Now Astra Software's flaky lead programmer, angered at his partner Ari Kazacos's refusal to draw up formal partnership papers, has skedaddled with the source code he developed for Astra's first game, Cult of Blood, and Kazacos is frantic to recover it. Even after Matt's found dead in the Baylands's Byxbee Park, Kazacos wants p.i. Catherine Sayler (Lethal Genes, 1996, etc.) to stay on the case. What makes Matt's murder especially creepy is the manner of his death: He was drained of blood by a puncture in his neck that looks just like the vampire bite favored by his playmates in the Live Action Role-Playing (LARP) game that provided a break from his work at Astra. Was Matt killed by an envious or greedy Astra associate, orβas anti-LARP activist Rev. Thomas Seaton and clueless Patrolman George Prizer insistβby one of the pretend vampires he spent his nights with? The disappearance of Chloe Dorn, the teenaged LAMPer who was with Matt minutes before he died, gives an extra edge to the caseβand a dozen new ways the investigation can go wrong. Much solid background on role-playing games on and off the keyboard, as you'd expect from Grant, though the mystery is negligible and all the characters, from computer geeks to tattooed teen goths to self-righteous adult activists, are a little too simply themselves.Book Details
Published
May 1, 1999
Publisher
Ivy Books
Format
Paperback
ISBN
9780804118620