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(3)
4-6
Color by Katherine Garner. The conclusion to the Nnewts trilogy remains as offbeat as ever as Nnewt Herk and his siblings Sissy and Zerk mount an epic plan to save Amphibopolis from the evil reptilian Lizzark army. Middle-grade readers with a taste for the bizarre and fanciful will appreciate the moody illustrations, which feature a complexity usually reserved for older and adult graphic novels.
(3)
4-6
Color by Katherine Garner. In this second graphic novel (Nnewts: Escape from the Lizzarks), Nnewt Herk is enjoying homemade food with his new adoptive family when a Lizzark attacks. Mom takes quick action by using "the Internnewt" to send word of the invasion. An all-out battle ensues, and the Nnewts struggle to save Amphibopolis from the villainous reptiles. Glossy, deep-colored panel art depicts the intense action and quirky cast of creatures.
(3)
4-6
Color by Katherine Garner. Herk, a "Nnewt," is separated from his family during a covert mission to rout the Lizzarks, scaly reptilian bipeds, who have been spying on Nnewtown. Though "just a little fry," willful Herk learns the true meaning of hope when an ancestor helps him. The spunky Nnewt's journey is characterized by offbeat humor and portrayed through dark panel illustrations.
(3)
4-6
When Ely's dog is hit by a car and killed, Ely finds an unlikely replacement pet: a Tyrannosaurus rex. As Ely trains the dinosaur, he learns a little about himself, too. The premise sounds like a romp, but this graphic novel has surprising depth. Like the narrative, the detailed panel illustrations show a mix of emotion and goofiness.
(2)
4-6
Cam Howerton's out-of-work father gives him a cardboard box for his birthday. "Worst present in the history of birthdays," thinks Mr. Howerton, but the box becomes a father-son project as golem-like "Boxer Bill," created from inanimate material, comes alive. Philosophical musings give way to full-blown action that will grab the attention of graphic novel fans and video-game aficionados. A boldly imaginative and ambitious tale.
Reviewer: Dean Schneider
| Horn Book Magazine Issue:
July, 2012
(4)
4-6
Shipwrecked on an island when their boating trip goes awry, Reece and his family soon find themselves confronting unusual creatures, weird plants, and strange symbols carved in the rocks. Escaping the island ultimately reveals a connection with an imprisoned guardian from another universe who Reece and his family help release. This graphic novel is short on characterization; instead, action-packed illustrations keep things moving.
(3)
YA
Terminally ill Garth is accidentally zapped into the spirit world by ghost wrangler Frank Gallows. Once there, Garth discovers he has special powers that may be key to returning balance to the warring factions of the spirit world. Richly imagined, this graphic novel, illustrated with vivid cartoon panels that clearly support the action, is as unpredictable as it is quirky.