Waking up in a mysterious enclosed space with no memory of their identities, a group of teens uncovers evidence of a long-past war and the horrifying realities of their confinement.
When teenagers began hanging out at the mall in the early 1980s, the movies followed. Multiplex theaters offered teens a wide array of perspectives on the coming-of-age experience, as well as an escape into the alternative worlds of science fiction and horror. Youth films remained a popular and profitable genre through the 1990s, offering teens a place to reflect on their evolving identities from adolescence to adulthood while simultaneously shaping and maintaining those identities. Drawing examples from hundreds of popular and lesser-known youth-themed films, Timothy Shary here offers a comprehensive examination of the representation of teenagers in American cinema in the 1980s and 1990s. He focuses on five subgenres—school, delinquency, horror, science, and romance/sexuality—to explore how they represent teens and their concerns, how these representations change over time, and how youth movies both mirror and shape societal expectations and fears about teen identities and roles. He concludes that while some teen films continue to exploit various notions of youth sexuality and violence, most teen films of the past generation have shown an increasing diversity of adolescent experiences and have been sympathetic to the particular challenges that teens face.
It's the year 2030. The oceans have risen rapidly, and soon the entire planet will be submerged. But the discovery of another life-sustaining planet light years away gives those who remain alive hope. Only a few will be able to make the journey-Holle Groundwater is one of the candidates. If she makes the cut, she will live. If not, she will be left to face a watery death...
“Time travel, murder, corruption, restless baby dinosaurs, and a snarky robot named Ruby collide in this excellent, noir-inflected, humor-infused, science-fiction thriller.”—The Boston Globe An impossible crime. A detective on the edge of madness. The future of time travel at stake. From the author of The Warehouse . . . ONE OF THE BEST BOOKS OF THE YEAR: NPR, Kirkus Reviews January Cole’s job just got a whole lot harder. Not that running security at the Paradox was ever really easy. Nothing’s simple at a hotel where the ultra-wealthy tourists arrive costumed for a dozen different time periods, all eagerly waiting to catch their “flights” to the past. Or where proximity to the timeport makes the clocks run backward on occasion—and, rumor has it, allows ghosts to stroll the halls. None of that compares to the corpse in room 526. The one that seems to be both there and not there. The one that somehow only January can see. On top of that, some very important new guests have just checked in. Because the U.S. government is about to privatize time-travel technology—and the world’s most powerful people are on hand to stake their claims. January is sure the timing isn’t a coincidence. Neither are those “accidents” that start stalking their bidders. There’s a reason January can glimpse what others can’t. A reason why she’s the only one who can catch a killer who’s operating invisibly and in plain sight, all at once. But her ability is also destroying her grip on reality—and as her past, present, and future collide, she finds herself confronting not just the hotel’s dark secrets but her own. At once a dazzlingly time-twisting murder mystery and a story about grief, memory, and what it means to—literally—come face-to-face with our ghosts, The Paradox Hotel is another unforgettable speculative thrill ride from acclaimed author Rob Hart.
'Ferocious, aching with compassion and cruelly brilliant.'– Kathleen Dunn, author of Geek Love Cass Neary is not afraid of living on the edge. A photographer whose shots of New York's punk scene in the seventies briefly earned her fame, caché, and a cultish kind of cool, Cass has spent much of her life since then in the dark, watching and waiting. But thirty years later she is alone, adrift, and falling rapidly into oblivion. So when an old acquaintance asks her to interview a fellow photographer – a notorious recluse who lives on an island off the coast of Maine – she accepts. There, she stumbles across a decades-old crime still claiming new victims. Amid this inhospitable hinterland, Cass comes to realise that her final shot might also be her shot at redemption. First published in 2007, Generation Loss is a mesmerizing literary crime thriller from the author of A Haunting on the Hill.
"In Alive, Scott Sigler introduced readers to an unforgettable young heroine and a mysterious new world reminiscent of those of The Hunger Games, Divergent, and Red Rising. Now he expands his singular vision in the next thrilling novel of this powerful sci-fi adventure series."--
In the long run, the important change brought about by self-publishing won’t be the wide availability of self-published books, their price, their convenience, or the destruction of the traditional publishing industry. Self-publishing will cause a revolution in the very nature of published fiction. Fiction will change in unpredictable ways, and it will keep on changing. The excitement and vitality resulting from this change will be enduring.
The author of the 400,000-copy bestseller On Killing reveals how violent video games have ushered in a new era of mass homicide -- and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers" - and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary - turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, casually savage behavior can warp the mind - with potentially deadly results. His book will become the focus of a new national conversation about video games and the epidemic of mass murders that they have unleashed.
Book 1 in the New York Times bestselling trilogy, perfect for fans of Battlestar Gallactica and Passengers! WHAT DOES IT TAKE TO SURVIVE ABOARD A SPACESHIP FUELED BY LIES? Amy is a cryogenically frozen passenger aboard the spaceship Godspeed. She has left her boyfriend, friends--and planet--behind to join her parents as a member of Project Ark Ship. Amy and her parents believe they will wake on a new planet, Centauri-Earth, three hundred years in the future. But fifty years before Godspeed's scheduled landing, cryo chamber 42 is mysteriously unplugged, and Amy is violently woken from her frozen slumber. Someone tried to murder her. Now, Amy is caught inside an enclosed world where nothing makes sense. Godspeed's 2,312 passengers have forfeited all control to Eldest, a tyrannical and frightening leader. And Elder, Eldest's rebellious teenage heir, is both fascinated with Amy and eager to discover whether he has what it takes to lead. Amy desperately wants to trust Elder. But should she put her faith in a boy who has never seen life outside the ship's cold metal walls? All Amy knows is that she and Elder must race to unlock Godspeed's hidden secrets before whoever woke her tries to kill again.