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Ready player one : a novel
Cline, Ernest
Adult Fiction CLINE
From Publishers' Weekly:
This adrenaline shot of uncut geekdom, a quest through a virtual world, is loaded with enough 1980s nostalgia to please even the most devoted John Hughes fans. In a bleak but easily imagined 2044, Wade Watts, an impoverished high school student who calls a vertically stacked trailer park home, lives primarily online, alongside billions of others, via a massive online game, OASIS, where players race to unravel the puzzles OASIS creator James Halliday built into the game before his death, with the winner taking control of the virtual world's parent company, as well as staggering wealth. When Wade stumbles on a clue, he's plunged into high-stakes conflict with a corporation dedicated to unraveling Halliday's riddles, which draw from Dungeons and Dragons, old Atari video games, the cinematic computer hacker ode War Games, and that wellspring of geek humor, Monty Python and the Holy Grail. (Of course.) The science fiction, video game, technology, and geeky musical references pile up quickly, sometimes a bit much so, but sweet, self-deprecating Wade, whose universe is an odd mix of the real past and the virtual present, is the perfect lovable/unlikely hero. (Aug.) (c) Copyright PWxyz, LLC. All rights reserved.
From Library Journal:
In the near future, scarce fossil fuels have ended America's era of prosperity, sent small-town Americans to precarious vertical trailer parks at urban fringes, and the entire population into the OASIS, an immersive virtual reality, for education and escape. A possibly autistic genius obsessed with the geek side of 1980s pop culture had designed OASIS, and he leaves his entire fortune, including control of OASIS, to whoever can complete a quest he designed within it. Our heroes, sympathetic nerds with a lot of free time, go after it, as do the Sixers, unscrupulous corporate drones who want to monetize OASIS. SF fans will recognize the book's tone as Dream Park meets Snow Crash, but readers won't need any sf background to get it. More useful would be a crash course in the 1980s-while the novel's preoccupation with dated culture is plausible in context, it may leave Millennials confused and baby boomers cold. Cline's world-building raises some questions about how economics and politics works, but it doesn't matter to the story. The conclusion is perhaps a bit predictable and the tacked-on moral a bit pat, but it's a feel-good ending all around. Verdict Despite some flaws, this debut is a great geek beach book, an unapologetic romp with brains and style. [See Prepub Alert, 2/7/11.]-Meredith Schwartz, New York (c) Copyright 2011. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Cline, Ernest
Adult Fiction CLINE
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From Publishers' Weekly:
This adrenaline shot of uncut geekdom, a quest through a virtual world, is loaded with enough 1980s nostalgia to please even the most devoted John Hughes fans. In a bleak but easily imagined 2044, Wade Watts, an impoverished high school student who calls a vertically stacked trailer park home, lives primarily online, alongside billions of others, via a massive online game, OASIS, where players race to unravel the puzzles OASIS creator James Halliday built into the game before his death, with the winner taking control of the virtual world's parent company, as well as staggering wealth. When Wade stumbles on a clue, he's plunged into high-stakes conflict with a corporation dedicated to unraveling Halliday's riddles, which draw from Dungeons and Dragons, old Atari video games, the cinematic computer hacker ode War Games, and that wellspring of geek humor, Monty Python and the Holy Grail. (Of course.) The science fiction, video game, technology, and geeky musical references pile up quickly, sometimes a bit much so, but sweet, self-deprecating Wade, whose universe is an odd mix of the real past and the virtual present, is the perfect lovable/unlikely hero. (Aug.) (c) Copyright PWxyz, LLC. All rights reserved.
From Library Journal:
In the near future, scarce fossil fuels have ended America's era of prosperity, sent small-town Americans to precarious vertical trailer parks at urban fringes, and the entire population into the OASIS, an immersive virtual reality, for education and escape. A possibly autistic genius obsessed with the geek side of 1980s pop culture had designed OASIS, and he leaves his entire fortune, including control of OASIS, to whoever can complete a quest he designed within it. Our heroes, sympathetic nerds with a lot of free time, go after it, as do the Sixers, unscrupulous corporate drones who want to monetize OASIS. SF fans will recognize the book's tone as Dream Park meets Snow Crash, but readers won't need any sf background to get it. More useful would be a crash course in the 1980s-while the novel's preoccupation with dated culture is plausible in context, it may leave Millennials confused and baby boomers cold. Cline's world-building raises some questions about how economics and politics works, but it doesn't matter to the story. The conclusion is perhaps a bit predictable and the tacked-on moral a bit pat, but it's a feel-good ending all around. Verdict Despite some flaws, this debut is a great geek beach book, an unapologetic romp with brains and style. [See Prepub Alert, 2/7/11.]-Meredith Schwartz, New York (c) Copyright 2011. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
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