Stranger and Stranger (Emily the Strange Series)
  • Stranger and Stranger (Emily the Strange Series)
  • Stranger and Stranger (Emily the Strange Series)

Stranger and Stranger (Emily the Strange Series)

4.7 25
by Rob Reger, Jessica Gruner, Buzz Parker
     
 

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Emily is . . .

1. A mad scientist

2. A cat lover

3. A mural painter

4. A golem builder

5. A virtuo-spastic guitarist

6. A wicked skater

7. A wily troublemaker

8. A poltergeist tamer

9. A mystery solver

10. A master prankster

11. An eXtreme procrastinator

12. A happy loner

13. A unique individual

. . . and now there are two of her.

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Overview

Emily is . . .

1. A mad scientist

2. A cat lover

3. A mural painter

4. A golem builder

5. A virtuo-spastic guitarist

6. A wicked skater

7. A wily troublemaker

8. A poltergeist tamer

9. A mystery solver

10. A master prankster

11. An eXtreme procrastinator

12. A happy loner

13. A unique individual

. . . and now there are two of her.

Editorial Reviews

ALA Booklist
“The book dresses up teen-identity issues in midnight-black humor and piles on so much persistent weirdness that oddball outsiders, goths in training, and other subversive types will find themselves positively smirking with glee.”—
School Library Journal
Gr 7–10—Emily the Strange, evil genius and skateboarder extraordinaire, has invented many things in her time—golems, working cat translators, great names for bands. But the duplication device may have been a mistake, especially when an accident produces an identical Emily. At first OtherMe is cool and useful, but it quickly becomes apparent that she is evil and will take over the world if not stopped. Emily's second journal, a sequel to The Lost Days (HarperCollins, 2009), is a dark delight, filled with all kinds of Strangeness: a broken leg, a Strange Manifesto that causes the entire town to go loony, an ex-spymaster neighbor, and an oddly understanding and absurdly patient mother, all described with demented wit and great relish, and accompanied by manga-style black-and-white cartoons. Does it all make sense? No, not really. Does it matter? Not at all. Fans of the first book and newcomers alike will thoroughly enjoy the zaniness and clamor for more.—Mara Alpert, Los Angeles Public Library
Kirkus Reviews
Feline-adoring, quirky Emily the Strange returns in this tepid follow-up to Emily the Strange: The Lost Days (2008), in the second of an intended series of novels featuring the cartoon figure whose likeness has appeared on a variety of teen merchandise. This installment begins with Emily heavily procrastinating the task of packing for an impending move. Even her golem, Raven, is little help since Emily hasn't had the chance to reprogram her to be more autonomous. Once she and her mom are finally settled in their new home, however, Emily succeeds in both improving Raven and manages to hammer out the kinks in her duplicating contraption, creating a living, breathing "Other Me." At first delighted, Emily quickly realizes she may literally have created the proverbial evil twin and must find a way to stop her. Reger and Parker's stylized black-and-white illustrations are the high point here, and while there is some nicely paced suspense in the story's midsection, once Emily begins to suspect her doppelganger's motives, the resolution is far too long in coming to sustain it. (Fantasy. 11-14)
VOYA - Shari Fesko
This second installment in the adventures of popular character Emily the Strange finds Emily moving once again, this time to the town of Silifordville where, of course, she will wreak her usual havoc. The bulk of the plot involves a duplicating machine that creates a second Emily. At first, this seems like a dream come true for anti-social Emily, who finally enjoys the company of a peer. But soon things begin to unwind, and it is up to her to sort the real Emily from the "fake." Like the first book, the story is told in a series of journal entries, complete with humorous black and white illustrations which are the most entertaining part of the story. The plot meanders all over the place, throwing one twist after another at the reader, and takes too long to really get going. Readers will also have a hard time keeping track of the never ending list of "kooky" characters Emily meets throughout her adventure. Though there are many characters, none of them, including Emily, ever come to life on the page. This is a purchase only for libraries that have a large fan base for Emily the Strange. Reviewer: Shari Fesko
Children's Literature - Cara Chancellor
Life would be much easier if Emily had just programmed her golem, Raven, to interpret broad directions, such as "Pack up my room, because Mom and I are moving for the hundredth time." Then again, maybe initiative is asking too much for a construct built from an avian brain and assorted robot parts. Either way, Emily is going to miss Blandindulle, if for no other reason than she never got to pull a suitable Master Prank on its residents. She does not intend to repeat that mistake in Silifordville, which is why she and Raven have been hard at work perfecting her duplicator machine. The machine seems only able to copy inanimate objects, until a dose of liquid black rock and a computer mix-up prove that it also works on living things, Emily in particular. At first, an "Other Me" seems like the best idea ever. But is the world really big enough for two thirteen-year-old geniuses? Reger and Gruner's "Emily" is part Goth skateboard princess, part evil genius, and (very small) part thirteen-year-old who worries about her mother. The story is written in the first-person perspective through Emily's diary, a style that makes for fascinating plot twists but which also does not allow the author to take many chapter breaks. "Emily" will appeal most to more advanced readers who can relate to her "Matilda"-like brainpower and understand the basics of her frequent experiments. Reviewer: Cara Chancellor

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Product Details

ISBN-13:
9780061452345
Publisher:
HarperCollins Publishers
Publication date:
11/23/2010
Series:
Emily the Strange Series
Pages:
263
Sales rank:
511,891
Product dimensions:
5.70(w) x 7.60(h) x 0.80(d)
Age Range:
13 - 17 Years

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