"He's got a plan; it's just kind of secret is all."
In Patrick Carman's Pulse, moving objects with one's mind isn't just unusual--it's an automatic enlistment into a mysterious war. Sixteen-year-old Faith Daniels thinks she's normal. At least, as normal as she can be in the world outside the Western State, the rapidly-expanding territory of gleaming cities and free Tablet movies. The world beyond State borders lies in ruins, its inhabitants forced to become nomads as they drain the malls of food and continue to consolidate school classes to make up for a lack of teachers. When Faith's best friend moves to the Western State, she's left in the unexpected company of an undersized hacker and a boy with a shocking secret. He and Faith share a power few dare dream of. But not everyone who has this power is noble, and if Faith doesn't master her unique skill set quickly, nothing will stand between them and the real end of the world.
Faith is a protagonist with tons of potential. She's clever, observant, and cares more about the world around her than she cares to admit. Add in a few juicy secrets and a heaping of telekensis, battles and all, and she's prepped to take readers on a journey they will never forget. Then the writing style kicks in, spilling the wrong secrets at the wrong times and saving the unimportant ones for big moments. Thanks to the back cover and some pretty obvious clues, the reader knows she can move physical objects through sheer force of will, and plenty of her peers seem to have caught on as well. Yet Faith continues attending school and searching for the perfect boyfriend, completely oblivious to the incredible ability she possesses. This, coupled with over-explained feelings and actions, brings Faith's realism to a depressingly low level. However, she is very dynamic, which is a definite plus.
The writing style doesn't stop at the main character. Secondary characters, plots, subplots, epic battles, and ordinary conversations are overanalyzed just as often. Info-dumps are common and quite often ill-timed--such as an explanation of telekentic weaknesses during a showdown, or Faith's most important secret showing up at the very end of the first act. The premise of the novel is exciting, and the plot would be just as enthralling if the pacing wasn't completely off. Still, some of the slower moments give great insight into the characters' minds, and the powers Faith and her mentor possess are diligently recorded in a realistic manner. If the overarching tale would just choose what path it wants to stick with, everything would be that much better.
Violence isn't a big problem with Pulse. Though there are a handful of deaths and one fight scene that includes flying trees, concrete walls, and a grenade, the details of injuries are kept to a minimum and the focus is anchored securely to what Faith's team and their opponents are going to do next. There is a bit of swearing to watch out for, but nothing super crude or exceptionally insulting is said. The romance is kind of weak, though the fresh spin on the love triangle is quite intriguing. Rather than take modern-day drugs, the underworld deals in Wire Codes, strings of code that somehow enhance users' perception of reality for a time and leave nasty hangovers. These are utilized in the plot without becoming a major part of it, choosing rather to play their part and then drift away to enjoy the show.
I would recommend this book to teens interested in a simple story about a girl who can move things with her mind. Faith and her friends are well-constructed characters, even if the narrator feels the need to explain the motive behind their every move. The premise is noteworthy as well, although the plot doesn't quite live up to the bar it sets. With a different writing style, Patrick Carman's Pulse could be an amazing YA read. As it is, it deserves two stars.
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