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⇒ Libro Gratis Gamers' Quest George Ivanoff 9781459635197 Books

Gamers' Quest George Ivanoff 9781459635197 Books



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Download PDF Gamers' Quest George Ivanoff 9781459635197 Books

Tark and Zyra are teenaged thieves on a quest. In a world of magic and science, where dragons and mages exist alongside drones and lasers, they endeavour to reach the haven of Designers' Paradise. But their world is not what it appears to be and their haven is about to come under threat of destruction.

Gamers' Quest George Ivanoff 9781459635197 Books

Actual Rating: 3.5/5

I read Gamers' Quest a while back during a period when I was putting down almost every book that I started. One of the things that struck me most was that even though the book is targeted at an MG audience and is decidedly science fiction which isn't usually my genre, I enjoyed reading Gamers' Quest nonetheless.

Gamers' quest follows the adventures of Tark and Zyra, two opportunistic thieves hell bent on saving or stealing enough money to buy their way into Designers' Paradise. These two characters are the epitome of the word underdog and you can't help but root for them despite their unconventional methods of acquiring wealth. All is not what it seems though and before you know it, Tark and Zyra are thrust into an adventure that they didn't necessarily sign up for but one which changes their lives irrevocably.

Gamers' Quest is non stop action and twists from the very first page. There aren't any huge chunks of exposition to slow the pace down and just when you think our heroes are going to catch a break the rug is pulled from underneath them. This is one of those tales where the bad guy just won't die. Tark and Zyra are surprisingly fleshed out characters despite the relatively short length of the book and I loved their thoroughly rebellious appearance because it's so different from anything else out there.

There was one thing about Gamers' Quest though that spoiled my complete enjoyment of the story and that was the dialogue style. One of my pet hates is dialogue that's written in distinct dialects and accents. It's a personal preference and I know it's tiny in the scope of things but it drives me nuts. It was especially pronounced in this instance because it was used as a tool to highlight Tark and Zyra's lowly status but it really pulled me out of the story.

Overall, despite the dialogue distraction, I enjoyed Gamers' Quest and would recommend it to those who want to dip their toes into the sci/fi genre without too much of the heavy tech descriptions to slow down the pacing.

Product details

  • Paperback 180 pages
  • Publisher ReadHowYouWant; Large type / large print edition edition (December 28, 2012)
  • Language English
  • ISBN-10 1459635191

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Gamers' Quest George Ivanoff 9781459635197 Books Reviews


As soon as I finished reading this, I wanted to grab the first young person and give them this book! The story is so fast paced, interesting and exciting that it took me only one sitting to finish it. I can see reluctant readers, especially middle-grade boys loving this. Being about computer games, virtual worlds, battles and as the title suggests - quests - I can see them tuning into it with the same effect that Matthew Rilley's books have on adults.

Gamers' Quest is about two sixteen year old 'thieves' who live in a virtual world, performing all sorts of dangerous burglaries in order to save up enough bounty in order to get to "Designers Paradise". Life for them is one game after another and in this parallel universe, solace and escape is to exit their game and become normal teenagers. The beauty of the world reversal is the real satisfactory clincher for me and it leads to a really excellent climax when both worlds collide - which I won't give away.

Along the way it tackles teenage issues in an appropriate contextual way about acceptance, friendship, belonging and love.

In response to the review by A.Hall, I did find the dialogue in this novel a bit incongruous at first, but after a while, when I managed to settle into the rules of this world, I actually became quite fond of it. To me it isn't doesn't make the characters seem stupid, it just reflects the Dystopian world they inhabit, it's like a combination of modern LOLspeak and Clockwork Orange-esque street brogue.

The ending wraps up well and all in all, I can say this definitely isn't my genre, but I like it - if this is your genre - you'll love it.
In recent years, computer games have gone way beyond the likes of Pacman, Space Invaders and such. These days you can take on an avatar and "live" in Second Life, for example. When I was much younger, you could play Dungeons and Dragons around a table, with other fans. It was very sociable and you collected gold, treasure, skills and weapons at the roll of a pair of dice, going up to higher levels as you went. Now, you can go on-line to do the same thing.

What would happen if the avatars wanted the same thing, only in our world?

Anyone who has read the original short story on which this is based, in the Ford Street anthology Trust Me! will know immediately what's going on in this novel, so I'm not giving much away. Even if you haven't read the original, you pick it up fairly speedily.

Teenage thieves Tark and Zyra live in a world in which magic is mixed with technology. You can be using a sword o'light to kill a dragon one moment and battling a cyborg the next. The reasons for this become clear fairly soon. The young thieves use their ill-gotten gains to give them time in Designers' Paradise, where they can do exotic things such as go to school, then home to do homework and watch television. But they have gotten in trouble with a character known as the Fat Man, who will not give up the chase, even when they are making their way to Designers' Paradise. And Designers' Paradise, when they get there, is also in danger...

A good introduction to speculative fiction for younger readers, this one is non-stop action with a light touch. There is a lot of delightful over-the-top silliness - you wouldn't for example, want to be a mage in this world, where you can end up a toad if your spell bounces back at you. The story is a cross between a computer game and Dungeons and Dragons, with a touch of Westworld. The cover art is by wonderful book illustrator Les Petersen, who did the covers for Simon Haynes' Hal Spacejock novels and several for Andromeda Spaceways Inflight Magazine. The images of Tark and Zyra look like computer game avatars, giving a strong hint of what the novel is about.

The author has set up a web site, [...] ,for readers who would like more stories about his characters.
Actual Rating 3.5/5

I read Gamers' Quest a while back during a period when I was putting down almost every book that I started. One of the things that struck me most was that even though the book is targeted at an MG audience and is decidedly science fiction which isn't usually my genre, I enjoyed reading Gamers' Quest nonetheless.

Gamers' quest follows the adventures of Tark and Zyra, two opportunistic thieves hell bent on saving or stealing enough money to buy their way into Designers' Paradise. These two characters are the epitome of the word underdog and you can't help but root for them despite their unconventional methods of acquiring wealth. All is not what it seems though and before you know it, Tark and Zyra are thrust into an adventure that they didn't necessarily sign up for but one which changes their lives irrevocably.

Gamers' Quest is non stop action and twists from the very first page. There aren't any huge chunks of exposition to slow the pace down and just when you think our heroes are going to catch a break the rug is pulled from underneath them. This is one of those tales where the bad guy just won't die. Tark and Zyra are surprisingly fleshed out characters despite the relatively short length of the book and I loved their thoroughly rebellious appearance because it's so different from anything else out there.

There was one thing about Gamers' Quest though that spoiled my complete enjoyment of the story and that was the dialogue style. One of my pet hates is dialogue that's written in distinct dialects and accents. It's a personal preference and I know it's tiny in the scope of things but it drives me nuts. It was especially pronounced in this instance because it was used as a tool to highlight Tark and Zyra's lowly status but it really pulled me out of the story.

Overall, despite the dialogue distraction, I enjoyed Gamers' Quest and would recommend it to those who want to dip their toes into the sci/fi genre without too much of the heavy tech descriptions to slow down the pacing.
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