Gamers' Rebellion by George Ivanoff
Until reading Gamers’ Rebellion by George Ivanoff, I had no idea who Tark and Zyra were. Thankfully that’s now changed and I’ll be running out to buy the other books from this exciting series as soon as I complete this review.
The two others books, Gamers’ Challenge and the one that launched the series, Gamers’ Quest are popular with readers all over Australia.
Gamers’ Quest won a Chronos Award in 2010 for speculative fiction by a Victorian writer. It has also been listed on the Victorian Premier’s Reading Challenge for years 5 and 6 and the NSW Premier’s Reading Challenge for years 7 and 8.
Sadly, Gamers’ Rebellion is the final installment in the Gamers’ series but a remarkable achievement when you think these two characters started out as a short story, Game Plan in Ford Street’s anthology, Trust Me!
With some series unless you read from the first book following the story line can be difficult, not in this instance.
Gamers’ Rebellion sees Tark and Zyra enter the real world, no longer confined by the world created for them or ‘The Game’ they find paradise is not really paradise after all.
Tark and Zyra had successfully completed the game, they were done. They now find their consciousness has been downloaded into clone bodies. Bodies that resembled themselves back in the game. They have been thrust from the only existence they have ever known and into the real world.
Rebels have captured Tark and the Designers are offering Zyra little help in finding her partner. In fact, the Designers have dark secrets of their own.
Designer Prime, Robert is long past any human qualities he now takes on a more machine like existence. His concept of reality has been compromised and the dangers that lie ahead with Designers Alpha and Beta now running the show are taking The Game to places Robert had never imagined or intended.
Children are going missing! Why? Who is behind it?
The rebels know and they will do everything in their power to save them, but they need Tark.
Designer Prime needs to undo what his fellow designers are doing. Zyra must go back into the game but the reality of re-entering sends excruciating pain through her body. Once in, what she finds shakes her to her very core, children everywhere being held against their will and harvested for their brainpower to keep the game in play.
Together, Tark and Zyra must release the children and foil Alpha and Beta’s plans before any more lives are lost.
An epic battle on both sides of existence ensues. Which one will win?
This thought provoking book leads us to the question, what if? It’s an excellent book for young teens and adults too that sets in motion questions about reality, existence and beyond. To place yourself, even for a minute, in the world George Ivanoff has created is mind blowing. It’s an experience for some perhaps too big to contemplate.
George Ivanoff’s grasp of the sci-fi, action/adventure world is uncanny. His Gamers’ series will appeal to young teens as they familiarise themselves with Zyra and Tark’s new world and the new problems they face. Never before has the game held so many lives in the balance.
CKT Book Reviewer