
A parent might reach for this book when their adventurous child is feeling a little lost or like an outsider, or for a reluctant reader who loves action movies. This graphic novel follows John Blake, a boy whose ship is trapped traveling through time. When he rescues Serena, a girl from our century, they must work together with John's ragtag crew to escape a dangerous tech billionaire who wants the ship's secrets for himself. The story beautifully explores loneliness and the idea of creating a 'found family' when your real one is out of reach. It's a thrilling, fast-paced science fiction adventure with surprising emotional depth, perfect for middle-grade readers who crave mystery and high stakes.
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Sign in to write a reviewThe main character is permanently lost from his home and family, a source of recurring sadness.
The main sensitive topic is peril. Characters, including children, are consistently in life-threatening situations. Serena's family is lost at sea, and their fate is uncertain for much of the book, which could be a source of anxiety. The villain is menacing and has no qualms about harming people to achieve his goals. The approach is secular. The resolution is hopeful in that the heroes escape immediate danger, but ambiguous as John's primary goal of finding his way home is not achieved, setting up a now-unlikely sequel.
The ideal reader is a 10 to 13-year-old who loves cinematic sci-fi and adventure stories like the Amulet series or Percy Jackson. It is an excellent choice for a reluctant reader who is drawn to dynamic visuals and a fast-moving plot. It also suits a child who enjoys stories about clever kids outsmarting powerful, misguided adults.
Parents should know that the book ends on a cliffhanger for a sequel that has not been published. This might be frustrating for some readers. Parents may want to preview the intensity of the chase scenes and the villain's threats. The story can be read cold, as the necessary context is provided clearly. A parent has a child who says reading is boring but loves fast-paced video games or Marvel movies. Or, the child is experiencing feelings of being different or unmoored and would connect with a story about finding belonging in an unexpected place.
A younger reader (9-10) will be captivated by the ghost ship, the time travel, and the thrilling chases. For them, it's a pure, high-stakes adventure. An older reader (11-13) will be better equipped to appreciate the deeper themes: the ethics of technology, the emotional weight of John's perpetual displacement, and the bittersweet nature of finding a new family while still being lost.
What sets this book apart is Philip Pullman's signature storytelling. Even within a straightforward adventure plot, he weaves in thematic complexity and moral questions. The concept of being 'unstuck in time' is a powerful and unique metaphor for adolescent feelings of not belonging. The combination of classic maritime adventure with sophisticated sci-fi and genuine emotional weight makes it a standout in the graphic novel space.
John Blake and the crew of the research vessel Mary Alice are trapped in a time-traveling loop, jumping between historical eras. In the present day, they rescue Serena, a young girl whose family was shipwrecked by a modern-day leviathan: a massive, high-tech submarine. The submarine belongs to ruthless tech billionaire Carlos Dahlberg, who orchestrated the shipwreck to capture the Mary Alice and its secrets. The plot is a cat-and-mouse game across the ocean as John, Serena, and the crew use their wits and the ship's unique abilities to evade Dahlberg's relentless pursuit while John continues his search for a way to return home.
This overview was generated by AI based on the book's content and reviews, and may not capture every nuance.