by Ben Bova ‧ RELEASE DATE: Feb. 12, 2013
The sort of gritty, hands-on, you-are-there yarn at which Bova has long excelled.
Near-future science-fiction thriller, one of Bova’s Grand Tour series (Mars Life, 2008, etc.), detailing human exploration of the solar system.
After an Earth-like planet is detected circling a nearby star, two projects race to capture the first visual images of New Earth. On the moon’s Farside, permanently facing away from Earth, a vast distributed optical telescope takes shape under Farside Observatory director Jason Uhlrich’s watchful eye—figuratively speaking, since he’s actually blind and “sees” by means of sound waves. Needing further sponsorship, Uhlrich has asked the filthy rich McClintock family for money, so scion Carter McClintock is now his administrative chief. Also on the staff are young astronomer Trudy Yost and dedicated technician Grant Simpson, who takes drugs to combat radiation and keep himself going so he can get the job done. Far out in space, meanwhile, the International Astronautical Authority and its wealthy backers are assembling a rival telescope. When one of Uhlrich’s mirrors cracks before installation, Simpson suggests they enlist the help of nanotechnology whiz Kris Cardenas to assemble another. Uhlrich is doubtful—nanotechnology is banned everywhere except on the moon—but accedes. Then Anita Halleck gets wind of the move; she’s one of IAA’s backers and has vengeful personal motives to oppose the McClintocks. Soon, suspense builds as a series of inexplicable deaths makes the Farside team start to wonder if deadly rogue nanomachines are loose in the facility—which could mean curtains for the entire project. Bova carries the story forward with his usual workmanlike, technically savvy narrative, which is interspersed with background facts and biographies of the main characters.
The sort of gritty, hands-on, you-are-there yarn at which Bova has long excelled.Pub Date: Feb. 12, 2013
ISBN: 978-0-7653-2387-3
Page Count: 368
Publisher: Tor
Review Posted Online: Dec. 26, 2012
Kirkus Reviews Issue: Jan. 15, 2013
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by Matt Ruff ‧ RELEASE DATE: March 17, 2020
Good characters, keen social commentary, and propulsive action sequences with a bit too much tech jargon.
An extreme gamer who has concocted a scheme to monetize his expertise gets into trouble navigating a virtual world that starts to intrude on his real life.
Following in the footsteps of Ernie Cline, who hit the geek gold mine with Ready Player One (2011), Ruff (Lovecraft Country, 2016, etc.) takes his shot at a near-future gaming world that’s more grounded than most virtual-reality universes but also more complex. Our main protagonist is John Chu, the founder of Sherpa, Inc., a consulting firm that guides new gamers through a variety of mostly VR–based video games. He has good partners in Jolene, a more mature African American gamer who won’t take any of his shit, and Anja, a brilliant young player whose permanent injury has left her on life support, albeit with thought-controlled access to the VR world. Unfortunately, he also has a nemesis in Darla Jean Covington, his virtual ex-girlfriend, who is clearly holding a grudge. The kicker comes when Chu is approached by a man named Smith on behalf of a pseudonymous client named Mr. Jones, who wishes to pay him an astonishing $100,000 per week for his exclusive services. Lurking in the background is Ms. Pang, an enigmatic Chinese woman who might be a spy. Soon Chu begins to suspect that his mysterious client is actually North Korean Supreme Leader Kim Jong-un. Fortunately, Chu has some backup from his mother, who’s a member of a secretive anti-terrorist task force called Zero Day, and an absent father who pulls his weight when he needs to. It’s a pretty good thriller, but it’s also very much a book for gamers by gamers. If acronyms like MMORPG, PvP, or PPML throw you for a loop, this might not be the ride for you. Gamers for life who can pry themselves off the controller will certainly dig this digital-era whodunit.
Good characters, keen social commentary, and propulsive action sequences with a bit too much tech jargon.Pub Date: March 17, 2020
ISBN: 978-0-06-285467-4
Page Count: 320
Publisher: Harper/HarperCollins
Review Posted Online: Dec. 22, 2019
Kirkus Reviews Issue: Jan. 15, 2020
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by Roger Zelazny ‧ RELEASE DATE: Aug. 1, 1993
After years of unprepossessing folderol—the wearisome Nine Princes in Amber retreads are depressingly typical—Zelazny bursts forth with, well, ``Victorian light supernatural fantasy'' just about covers it. Narrator Snuff, a guard dog who performs complex thaumaturgical calculations in his head, has many duties: to keep various Things firmly trapped in mirrors, wardrobes, and steamer trunks; to accompany his master, Jack—he of the magical blade—on weird collecting expeditions into the graveyards and slums of Victorian London; and—for a single hour each night—discuss the day's goings-on in human speech. Snuff's neighbors include: Jill the witch and her familiar, Graymalk the cat, with whom Snuff forms a friendly alliance; Sherlock Holmes, Dr. Frankenstein, Dracula, a werewolf, and a satanic vicar. The witches, detectives, doctors, vampires, etc., along with their equally industrious familiars, trade information and scheme for advantage as the full moon of Halloween approaches; at that time, a magical showdown to decide the fate of the Earth will occur. Some of the characters are ``openers,'' determined to open a magical doorway allowing the Old Gods to reoccupy the Earth; others are ``closers,'' equally resolved to keep the magical door nailed shut; and a few are involved yet stand outside the Game altogether. Snuff's problem is to discover who is which. Sparkling, witty, delightful: Zelazny's best for ages, perhaps his best ever.
Pub Date: Aug. 1, 1993
ISBN: 0-688-12508-5
Page Count: 288
Publisher: Morrow/HarperCollins
Review Posted Online: May 19, 2010
Kirkus Reviews Issue: June 15, 1993
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