A zombie game comes to life and threatens Journey’s high score legacy in the second book in the Arcade World graphic novel chapter book series.
Travis and Journey are two best friends who live in a town that’s been taken over by video games. Journey West is a high score legend and an absolute gaming champion. Not only is she unbeatable, but she always sets out to finish what she starts. And it’s all thanks to her handy survival guide, a secret notebook where she keeps all of her game notes and cheat codes.
But when the Zombie Invaders video game comes to life and the notebook gets destroyed, Journey and Travis are really put to the test. Now they are dealing with zombies, an evil hooded shadow, and lots of brains. Can Journey and Travis combine their brains and dead-ication to finish the game? Or will the zombies stand victorious in this grave new world?
Again. Read this book before gifting it to my younger sister who’s 9/10 years old. She loves video games. And I think for any child who loves video games - these series are a perfect gift. And even as an adult I found it interesting and engaging. Very creative. Beautiful art and story about friendship. 💓
This book is good I like the zombies. I like the fire zombies. I like the Earth zombies. I like the mail boy, who gives all those newspapers. I like the water zombies when they went into outer space, and the water zombie shattered. The wind zombies were really really funny. I like how they were going to explode with the other wind turbine.
This entire review has been hidden because of spoilers.
The first sequel in this series of comics that manage to survive through their own vim and vigour, despite not really doing much that hasn't been in the creative writing of many a schoolkid once or twice. Yes, the town arcade is free, always open when you need it – and still sending the hero and heroine into real-life equivalents of the games they're best at, at the behest of some baddie who takes his wardrobe hints from Emperor Palpatine. This time it's a zombie beat-em-up, albeit still a childish one, and the art just about manages to convey the rousting button-pummelling action it would need were we to play it – or live it, like our leads do. Here the biggest question was almost 'will these sequels need to be read in order, or come at us in an inter-changeable way?', and only the very last pages proved that one way or the other. What wasn't in question was the quality of these easy-readers; they're four-star fine for primary schoolers.