by Blake Crouch ‧ RELEASE DATE: June 11, 2019
An exciting, thought-provoking mind-bender.
In Crouch’s sci-fi–driven thriller, a machine designed to help people relive their memories creates apocalyptic consequences.
In 2018, NYPD Detective Barry Sutton unsuccessfully tries to talk Ann Voss Peters off the edge of the Poe Building. She claims to have False Memory Syndrome, a bewildering condition that seems to be spreading. People like Ann have detailed false memories of other lives lived, including marriages and children, but in “shades of gray, like film noir stills.” For some, like Ann, an overwhelming sense of loss leads to suicide. Barry knows loss: Eleven years ago, his 15-year-old daughter, Meghan, was killed by a hit-and-run driver. Details from Ann’s story lead him to dig deeper, and his investigation leads him to a mysterious place called Hotel Memory, where he makes a life-altering discovery. In 2007, a ridiculously wealthy philanthropist and inventor named Marcus Slade offers neuroscientist Helena Smith the chance of a lifetime and an unlimited budget to build a machine that allows people to relive their memories. He says he wants to “change the world.” Helena hopes that her mother, who suffers from Alzheimer’s, will benefit from her passion project. The opportunity for unfettered research is too tempting to turn down. However, when Slade takes the research in a controversial direction, Helena may have to destroy her dream to save the world. Returning to a few of the themes he explored in Dark Matter (2016), Crouch delivers a bullet-fast narrative and raises the stakes to a fever pitch. A poignant love story is woven in with much food for thought on grief and the nature of memories and how they shape us, rounding out this twisty and terrifying thrill ride.
An exciting, thought-provoking mind-bender.Pub Date: June 11, 2019
ISBN: 978-1-5247-5978-0
Page Count: 336
Publisher: Crown
Review Posted Online: March 17, 2019
Kirkus Reviews Issue: April 1, 2019
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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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