Release Date: 25/08/16
Following Tracer and Zero-G comes Impact, the explosive conclusion to the Outer Earth trilogy - a heart-pounding thriller set in space where the hero moves like lightning and the consequences for failure are deadly.
A signal has been picked up from Earth.
The planet was supposed to be uninhabitable. But it seems there are survivors down there - with supplies, shelter and running water. Perhaps there could be a future for humanity on Earth after all.
Riley Hale will find out soon enough. She's stuck on a spaceship with the group of terrorists that is planning to brave the planet's atmosphere and crash-land on the surface.
But when the re-entry goes wrong, Riley ends up hundreds of miles from her companions Prakesh and Carver, alone in a barren wilderness. She'll have to use everything she knows to survive.
And all of them are about to find out that nothing on Earth is what it seems . . .
Having had the characters set up in the original two books and taking the reader to Earth in the final title in the series, the readers have been expecting something pretty damn epic from Rob in the conclusion, so perhaps the question should be more than anything else is does he deliver?
Well in short, yes he does. Its hard hitting, barely lets you grab a breath as one action sequence leads into another and when you throw in top notch prose and plotlines that keep you engrossed all round makes this a cracking end to the series.
Back this up with some solid dialogue and all round its pretty good. The only downside for me is that I did feel that I didn't get any character growth and that it was more based around getting to the tales end rather than anything else. That said it is a niggle for me but having had some solid character development before it can be forgiven to a certain degree. Overall a good bit of fun and whilst practicalities have to be thrown out of the window when reading the series, all round it is good fun and if you know an action fan wanting to embark on something new, its a great trilogy to allow them the escapism that they'd want. Cracking.