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Insignia

ebook
1 of 1 copy available
1 of 1 copy available
In this science fiction adventure trilogy debut, a teen's gift for games could help his country win a global war—and also seal his fate.
"You won't be able to put this book down." —Veronica Roth, #1 New York Times–bestselling author of the Divergent series
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.
"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
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  • Reviews

    • Publisher's Weekly

      June 11, 2012
      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 bookââ¨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 13âup. Agent: David Dunton, Harvey Klinger.

    • School Library Journal

      July 1, 2012

      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

      Copyright 2012 School Library Journal, LLC Used with permission.

Formats

  • Kindle Book
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  • EPUB ebook

Languages

  • English

Levels

  • ATOS Level:5.4
  • Lexile® Measure:750
  • Interest Level:6-12(MG+)
  • Text Difficulty:3-4

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