Insignia

Insignia

by S. J. Kincaid

Narrated by Lincoln Hoppe

Unabridged — 15 hours, 19 minutes

Insignia

Insignia

by S. J. Kincaid

Narrated by Lincoln Hoppe

Unabridged — 15 hours, 19 minutes

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Overview

More than anything, Tom Raines wants to be important, though his shadowy life is anything but that. For years, Tom's drifted from casino to casino with his unlucky gambler of a dad, gaming for their survival. Keeping a roof over their heads depends on a careful combination of skill, luck, con artistry, and staying invisible.

Then one day, Tom stops being invisible. Someone's been watching his virtual-reality prowess, and he's offered the incredible-a place at the Pentagonal Spire, an elite military academy. There, Tom's instincts for combat will be put to the test and if he passes, he'll become a member of the Intrasolar Forces, helping to lead his country to victory in World War III. Finally, he'll be someone important: a superhuman war machine with the tech skills that every virtual-reality warrior dreams of. Life at the Spire holds everything that Tom's always wanted-friends, the possibility of a girlfriend, and a life where his every action matters-but what will it cost him?

Gripping and provocative, S. J. Kincaid's futuristic thrill ride of a debut crackles with memorable characters, tremendous wit, and a vision of the future that asks startling, timely questions about the melding of humanity and technology.


Editorial Reviews

As he tags along from casino to casino with his gambler father, Tom Raines has only one real escape: the virtual reality games that he has learned to master in hotel rooms. With little warning, his refuge becomes the opportunity for a new career. His advanced computer skills bring him an appointment to the Pentagonal Spire, an elite military academy where new futuristic war technologies are developed. Suddenly everything seems possible, even a girlfriend. Waiting in the wings, though, is a crisis that could bring everything down. A smoothly crafted novel about graduating from virtual realities to real world decisions. (P.S. Rick Riordan fans will enjoy author S.J. Kincaid's use of Greek and Arthurian folklore.)

Publishers Weekly

Kincaid's debut novel, an ambitious, high-concept mélange of the teen hacker and teen spy genres (with some gaming elements included, too), occasionally struggles under its own weight, but still provides a fast-paced and exciting tale. Fourteen-year-old Tom Raines skips his virtual school, choosing instead to play VR games online and hustle other gamers. When one game turns out to be an audition for a military program, he ends up working for the Pentagonal Spire, with a computer chip embedded in his head, and hopes that he can one day become one of the elite students who guide unmanned drones in the ongoing war against the Russo-Chinese Alliance. Kincaid tosses a lot into her book—?romance, cyberpunk tropes, evil corporations, military academy subplots, a "Who's the traitor?" story line, and goofy humor (a subplot in which one student, Yuri, has been programmed to process classified information incorrectly is particularly over-the-top). It's too much, and leads to a too-long novel, but the strong action and spy sequences keep the core story entertaining. Ages 13–up. Agent: David Dunton, Harvey Klinger. (July)

Rae Carson

Hip, high-tech, and hilarious, INSIGNIA made my heart soar and left me with impossible-to-shake questions about technology, reality, and war.”—Rae Carson, author of THE GIRL OF FIRE AND THORNS

Veronica Roth

PRAISE FOR INSIGNIA“Insignia expertly combines humor with a disarming and highly realistic view of the future. The characters are real, funny, and memorable. You won’t be able to put this book down.

School Library Journal

Gr 7 Up—Tom Raines, 14, moves from casino to casino with his gambler father, generally paying for their lodgings from his winnings at virtual reality games. When he passes a surprise VR scenario, he is recruited by General Marsh to join the Intrasolar Forces. Teens from the IF are backed by multinationals to fight for the Indo-American Alliance by remotely piloting spacecraft in battles around the solar system. He jumps at the chance to do something with his life and is whisked off to the Pentagonal Spire. There he learns that he must have a computer implanted in his brain to be able to fulfill his responsibilities. He also learns that his mother's hated boyfriend, Dalton Prestwick, is an important and ruthless figure among the corporate sponsors. Meanwhile, a new Combatant, call sign "Medusa," has joined the Russo-Chinese Alliance and is reaping victory after victory. Tom finds himself strangely intrigued by Medusa and violates protocols to seek her out over the Internet. He eventually discovers that he has an ability above and beyond his comrades to interface directly with machines around the Earth and beyond. It is only with this ability and the help of his friends that Tom is able to escape Prestwick's reprogramming, find the mole in the Spire, and defeat Medusa. Kincaid combines a Harry Potter-like teen discovering that he has unknown abilities being sent to a special boarding school with the Ender's Game plotline of humanity's space battles being fought remotely by juveniles. She adds espionage and corporate skullduggery along with multiple mysterious enemies to create a blockbuster of a debut.—Eric Norton, McMillan Memorial Library, Wisconsin Rapids, WI

Kirkus Reviews

An unlikely teen is selected to attend Hogwarts-at-the-Pentagon. Tom has spent most of his life casino-hopping with his ne'er-do-well father. His only real pleasure is virtual-reality gaming, and his mad skillz bring him to the attention of the U.S. Intrasolar Forces. In short order he is off to the Pentagonal Spire to train to become a Camelot Company Combatant: one of the elite teen "warriors" who pilot the remote spacecraft that wage World War III bloodlessly in space. The Indo-Americans and the Russo-Chinese are propped up by multinationals that fund the enterprise; the neural processors implanted in the kids' brains--not to mention war itself--aren't cheap. Tom quickly makes friends (warm and funny boy, Asperger's-like girl, goofy boy) and enemies (vicious boy, borderline-crazy professor). He also comes to the attention of his mother's horrible boyfriend, an executive in a multinational that wants a pawn on the inside of CamCo. In addition to obvious echoes of Ender's Game and Harry Potter, debut novelist Kincaid weaves in hefty helpings of Cory Doctorow–like philosophy: "What, you think the American sheeple are going to question the corporatocracy?" Tom's father says memorably. With action, real humor and a likable, complex protagonist, this fast-moving, satisfying adventure also provides some food for thought. Derivative and sometimes a little silly, but good fun nevertheless. (Science fiction. 13-16)

Product Details

BN ID: 2940170122394
Publisher: HarperCollins
Publication date: 07/10/2012
Series: Insignia , #1
Edition description: Unabridged
Age Range: 12 - 17 Years
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