FICTION

Endgame: The Calling

FREY, James & . 453p. ebook available. HarperCollins/HarperTeen. Oct. 2014. Tr $19.99. ISBN 9780062332585.
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Gr 8 Up—Meteors have crashed into the Earth all around the globe, signaling the beginning of Endgame. Twelve teenagers, who have trained all their lives for this moment, must put their knowledge and deadly skills to the test as they play the game set up thousands of years ago. Only one will win Endgame and save their family line from destruction by the Sky People. The losers will be destroyed and the rest of mankind with them. Frey's new teen novel is full of action and adventure. Unfortunately, this takes precedence over other aspects of the novel. There is very little world-building or explanation of Endgame. Instead, the characters know far more than readers, despite the omniscient third-person narrator telling every aspect of the story. And while the 12 protagonists are interesting, they remain two-dimensional. It's doubtful this confusing novel, the first in a series, will collect many fans.—Heather Miller Cover, Homewood Public Library, AL
Endgame combines the urgency of The Hunger Games with the global scale of The Amazing Race for a sleek, dangerous adventure that pits teenage Players against each other in a battle to the death, with the world as their arena. From the first chapter, the stakes couldn’t be higher: twelve ancestral Lines represent Earth’s population, and each Line is, in turn, represented by one Player who must win Endgame to save his or her Line from extinction. Brisk, effective writing moves the plot forward at high speed, even as chapters alternate among an intriguing cast of multicultural characters. Every Player brings a different mindset and set of skills to the Game (“While other Players of Endgame have focused on their physical skills, Shari has honed her mind like a blade, meditation her whetstone.”). Readers will marvel at the Players’ various expertise as they crack codes, catch arrows mid-flight, and engage in hand-to-hand combat. Complicated puzzles direct the Players to ancient wonders of the world. Evocatively detailed descriptions include China’s Terracotta Army, where “over 8,000 life-sized warrior statues guard the remains of the first emperor of China,” and Turkey’s Gobekli Tepe, a Neolithic stone structure that, according to one character, has “turned a lot of assumptions on their ear. Like when humans started making cities [and] when they started worshipping in temples.” Endgame isn’t just a competition for its Players. It’s also a competition for its readers. Hidden throughout the book, companion Web sites, and a mobile app are clues that lead to a key, “hidden somewhere on Earth,” that unlocks a chest of gold worth $500,000.
In this bloated globe-trotting adventure linked to an online treasure hunt, twelve teenagers compete (unto death) to find three Keys. The "why" is mostly irrelevant, tied to a convoluted mythology to which the players unquestioningly subscribe. Puzzle hounds may enjoy pursuing the online clues, but the flat characters and jumpy plot ensure that anyone in it for the story should look elsewhere.

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