Description

Make decisions and pick your path to the perfect afterlife in this new addition to the innovative, interactive graphic novel series from the award-winning creator of MeanwhileAdventuregame Comics is a new series of interactive graphic novels in the vein of Jason Shiga’s hit graphic novel Meanwhile. Readers follow the story from panel to panel, using tubes that connect them, and sometimes the path will split, giving readers the chance to choose how the story unfolds.The Beyond takes place in some sort of afterlife. You don’t know much when you begin, save that you’re dead and that you’ve ended up in a room that includes a door, a window, and a table with some books. You need to get out, so you try the door. And then the window. And then you finally turn to the books—and when you open them, you’re pulled into the worlds of those pages. Could these fictional worlds hold the key to your escape? Or is there more to this room than first meets the eye?

Adventuregame Comics: The Beyond (Book 2)

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£10.99

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Usually despatched within 4 days
Hardback by Jason Shiga

1 in stock

Short Description:

Make decisions and pick your path to the perfect afterlife in this new addition to the innovative, interactive graphic novel... Read more

    Publisher: Abrams
    Publication Date: 28/09/2023
    ISBN13: 9781419757815, 978-1419757815
    ISBN10: 1419757814

    Number of Pages: 136

    Children & Teen , Teen & Young Adult

    Description

    Make decisions and pick your path to the perfect afterlife in this new addition to the innovative, interactive graphic novel series from the award-winning creator of MeanwhileAdventuregame Comics is a new series of interactive graphic novels in the vein of Jason Shiga’s hit graphic novel Meanwhile. Readers follow the story from panel to panel, using tubes that connect them, and sometimes the path will split, giving readers the chance to choose how the story unfolds.The Beyond takes place in some sort of afterlife. You don’t know much when you begin, save that you’re dead and that you’ve ended up in a room that includes a door, a window, and a table with some books. You need to get out, so you try the door. And then the window. And then you finally turn to the books—and when you open them, you’re pulled into the worlds of those pages. Could these fictional worlds hold the key to your escape? Or is there more to this room than first meets the eye?

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