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Heir Apparent

Vivian Vande Velde
Harcourt, 315 pages

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Parents’ attempts to remove the Harry Potter series from library shelves and reading lists (for advocating witchcraft, promoting interest in occult subjects, and a laundry list of other sillinesses) have received wide media coverage over the past few years.  Though the Potter books are the ones most frequently targeted, they aren’t alone;  according to the people who keep track of book challenges, parents’ focus has shifted more and more toward fantasy over the past decade.  It’s a situation that seriously irritates many authors of fantasy for children and young adults, and Vivian Vande Velde is clearly one of them.  The dedication of Heir Apparent reads:  “This book is dedicated with affection for, but no patience with, those who would protect our children through humorless moralizing and paranoia about fantasy.”  (Personally, I would have left out the “affection” part.  But that’s just me.)

It’s Giannine Bellisario’s fourteenth birthday.  This year, her absentee father actually sends her gift on time:  a certificate for the Rasmussem Gaming Center, where a host of “total immersion” virtual reality games are available.  Inside the Gaming Center (which is being picketed by members of a coalition called Citizens to Protect Our Children, carrying signs with slogans like MAGIC = SATANISM), Giannine chooses “Heir Apparent”, a medieval-themed game of strategy and shifting alliances in which the gamer must find a way to survive long enough to claim the throne.  

Giannine’s character is the king’s illegitimate daughter, raised in secret by a peasant family.  The king has just died, and to everyone’s shock she has been named his heir.  Fetched to the court, she must confront hostile royal relatives, shifty would-be counselors, a dangerously disaffected palace guard, and the threat of barbarian attack.  It’s all a bit more complicated than Giannine expected.  Still, everything seems to be going normally--until the Rasmussem technicians break through the game interface to tell her that the CPOC people have overrun the building and damaged the VR equipment.  Giannine is now stuck in the game;  the only way to exit is to complete it.  But the damage to the machines has made prolonged immersion dangerous.  If she doesn’t get out soon, her brain will fry.

Giannine’s efforts now take on urgency, as she struggles through a game scenario that has an infinite number of permutations, and no single right road to the finish.  Wrong choices are very easy to make;  her character keeps getting killed and looped back to the game’s entry point, where she must start all over again.  It’s a repetitious plot structure that runs the risk of becoming monotonous--but in Vande Velde’s skilled hands it’s anything but, for with each new beginning Giannine must re-think the choices and decisions she made the last time, and fresh plotlines and possibilities unfold from the changes that result.  In the process, Giannine hones some very useful life-skills (tact, compassion, quick thinking), uses diplomacy to avert conflict, and faces dangerous and difficult tasks with bravery and ingenuity.  In short, she undergoes the very sort of character-building the anti-fantasy camp claims that fantasy subverts.  

It’s a subtle message, and Vande Velde doesn’t belabor it.  The focus of this fast-paced novel is entertainment, with lots of zany action, magical hijinks, and a large cast of eccentric characters--a centipede-eating wizard, a barbarian warlord with a soft spot for the ladies, a birdbrained warrior prince, plus assorted ghosts, saints, werewolves, and of course, a dragon.  Giannine is an appealingly plucky heroine, with a sarcastic sense of humor that lends bite to her first-person narration, keeping things amusing even in dire circumstances.  This is one of Vande Velde’s best--and that’s saying something.

 Copyright © 2003 Victoria Strauss

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