“New town, new casino–same old plan.”

From S. J. Kincaid’s Insignia.

Since Earth has been stripped of almost all resources, the world has launched World War III to fight for control of the resources of other planets in the solar system.  Fourteen-year-old Tom has lived with his father, scraping out an existence in a rough world, with his only fun and freedom coming from Tom’s talent with virtual reality gaming.  Because of his gaming talent, Tom finds himself drafted by the government to join the new Intrasolar Forces branch of the military, and everything Tome ever thought he knew quickly falls away.  Tom’s brain is implanted with a device that allows his superior officers to monitor his training and thoughts, and that will ultimately enable him to control the spaceship as he remotely battles against other countries for control of resources.  While he had been far from popular before being brought into the program, Tom soon finds that as a cadet in Intrasolar Forces allows him a limitless world of opportunities and experiences.  Although as Tom’s training continues, he finds himself faced with challenges that he never expected and abilities that are beyond his wildest dream.

The first book in Kincaid’s sci-fi and dystopian young adult trilogy is full of surprising twists, powerful action, and genuine humor.  The world created in the pages of the book is unique and full of captivating developments.  Some of the character developments can be frustrating at times, but overall, Insignia is a solid series opener that will leave readers looking forward to the next book.

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