Booklist Reviews
In simplest terms, this is the story of a man, Ben, who goes for a walk in the woods, gets very, very lost, and stumbles into a fantastic and monstrously dangerous realm from which he can't seem to escape. The bizarre, funny, and haunting narrative achieves a dream-like quality, with events that feel simultaneously random and inevitable. Magary's writing echoes the compelling lyricism of folktales, which juxtaposes surprisingly well with his sarcastic sense of humor. More than anything else, this novel may remind readers of classic adventure computer games like King's Quest. The main character is faced with an arbitrarily circumscribed world and limited options, and the story unfolds in ways that are strange and disturbing. Just like those old computer games, it has an addictive quality; you need to know what's going to come next. The book stumbles a bit at the end, trying too hard to be philosophical, and there's a last-second twist that's harmless but also unnecessary. Otherwise, an engrossing and imaginative read. Copyright 2014 Booklist Reviews.
Library Journal Reviews
While on a routine business trip to a hotel in the Pocono Mountains, Ben decides to go for a walk in the woods before his meeting. Along the way, he encounters two men wearing masks who appear to have killed a little girl. In his desperate attempt to avoid the same fate, Ben becomes lost and unwittingly enters an alternate world complete with talking animals, giants, monsters, and apparitions that test the limits of his sanity. There is only one rule: Ben must stay on the path if he ever hopes to make it home. Magary's second novel (after The Postmortal) features elements reminiscent of Homer's Odyssey, Stephen King's "Dark Tower" series, Lewis Carroll's Alice in Wonderland, and the PC game King's Quest. Mostly, it is a reminder of not only how easy it is to get lost but also how difficult it can be to find one's way back. VERDICT Fast-paced and immensely entertaining, this is highly recommended for sf fans and adventurous literary readers. [See Prepub Alert, 2/21/16.]—Elisabeth Clark, West Florida P.L., Pensacola
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In this peculiar literary odyssey, Magary reexamines some of the same themes he covered in The Postmortal while throwing in some fascinating dream imagery, assorted video game tropes, and a story structure that's deliberately predictable (with nods to many other tales of wandering through strange lands before returning home) but still surprising. A man named Ben wanders from a hotel for a hike, gets attacked by a bizarre man wearing the skinned head of a rottweiler, and soon gets lost in the woods. As he wanders, he slips into dreams where he relives missed opportunities from his life. In his waking hours he meets various fantastical creatures, including a talking crab and a gorgeous, polite, human-eating giant. Magary throws plenty of humor into the tale—the giant has a "death matrix" that measures how painful or slow Ben's death at her hands will be—but keeps the focus on Ben's efforts to get home to his family and confront his own demons. Magary smartly doesn't answer every question Ben's journey raises, and the story is more satisfying as a result. The sense of disjointedness doesn't always feel intentional, and the journey is occasionally uneven, but it's always fascinating and worthwhile. (Aug.)
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