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Harper C.: Five Book Friday: Uncanny Graphic Novels (0 comment)
We are in the thick of winter here in the Pacific Northwest, which means it's dark, damp, and chilly. Rather than escaping to stories with warmer, brighter climates, I personally want nothing more than to dive deep into gothic and uncanny fiction as the wind rattles my windows at night...
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  • Kelsey Ford: From the Stacks: J. M. Ledgard's Submergence (0 comment)

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The Glare

by Margot Harrison
The Glare

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  • Synopses & Reviews

ISBN13: 9780759555129
ISBN10: 0759555125



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Synopses & Reviews

Synopsis

After living off the grid for more than a decade, a teenage girl must play a dangerous game -- and face the shadows of her past -- to save the world from a dangerous dark force, now as a paperback
After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare -- her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go off-kilter, like her mom says she did when she was just a little kid.
Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back -- they're not real.
Then Hedda rediscovers the Glare: the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called death game -- and the game begins spreading among her friends -- she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.

Synopsis

After living off the grid for more than a decade, a teenage girl must play a dangerous game--and face the shadows of her past--to save the world from a dangerous dark force. A chilling technothriller for fans of Black Mirror and #MurderTrending. After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare -- her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go "off-kilter," like her mom says she did when she was just a little kid. Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back -- they're not real. Then Hedda rediscovers the Glare: the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called "death game" -- and the game begins spreading among her friends -- she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.

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Product Details

ISBN:
9780759555129
Binding:
Trade Paperback
Publication date:
06/14/2022
Publisher:
Little, Brown Books for Young Readers
Language:
English
Pages:
352
Height:
1.10IN
Width:
5.80IN
Age Range:
14 to 17
Grade Range:
9 to 12
Author:
Margot Harrison

Ships free on qualified orders.
Add to Cart
$10.99
New Trade Paperback
Ships in 1 to 3 days
Add to Wishlist
QtyStore
4Local Warehouse
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