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Saving Thanehaven (Catherine Jinks, A&U)

Saving Thanehaven has possibly the strangest premise of any recent teen book: the protagonists are characters in computer games. The antagonist is a virus named Rufus, set out to sow seeds of dissent among previously content programs, dragging them into a world where they can make their own decisions. But there is a price to pay for this newfound independence, as Noble, of the game Thanehaven, is discovering. To save Thanehaven and the very computer on which many lives (or programs) depend, Noble will have to rise above his role in the game and the lies he has been fed by Rufus, and begin to make his own way. There is surprising emotional depth to Saving Thanehaven, with Noble’s growth from a being whose existence is dictated by others to a strong-minded and independent hero at its heart. The personification of the inner workings of a computer is a sheer delight to read, and while it takes some suspension of belief to settle into this story, it is certainly worth it for this quirky twist on the classic quest tale. This book is recommended for readers aged 10-14.

Meg Whelan is the children’s buyer at the Hill of Content bookshop in Melbourne

Books+Publishing pre-publication reviews are supported by the Copyright Agency Cultural Fund.

 

Category: Reviews