by Charles Sheffield ‧ RELEASE DATE: Jan. 1, 1997
Expansion of a novella, ``At the Eschaton'' (in Far Futures, ed. Gregory Benford, 1995), about composer Drake Merlin's obsessive desire for the company of his wife, Ana. Diagnosed with an incurable and terminal illness, Ana's been frozen in liquid helium to await a day when she can be revived and cured. Still young and healthy, Drake joins her. He wakes in the 26th century, but Ana's illness remains incurable, so he steals her away from the storage vaults on Pluto and heads—relativistically—off into space, returning after centuries have passed. On the journey, however, Drake foolishly opens Ana's capsule for an instant—and finds that she's dead beyond hope of revival. Only at the eschaton, a point in the remotest future when all is collapsing and all possible knowledge becomes available, might Ana's personality be recovered. As an electronic download, Drake's mentality might survive that long; and so, after various adventures—including an alien invasion that makes no sense whatsoever—more than 50 billion years hence, Drake's reunited with his beloved Ana and escapes with her into another universe. Mind-boggling cosmological extrapolations from the author of The Ganymede Club (1995), etc., but nothing much else here adds up.
Pub Date: Jan. 1, 1997
ISBN: 0-553-37808-2
Page Count: 384
Publisher: Spectra/Bantam
Review Posted Online: May 19, 2010
Kirkus Reviews Issue: Nov. 1, 1996
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by Andy Weir ‧ RELEASE DATE: Feb. 11, 2014
Sharp, funny and thrilling, with just the right amount of geekery.
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When a freak dust storm brings a manned mission to Mars to an unexpected close, an astronaut who is left behind fights to stay alive. This is the first novel from software engineer Weir.
One minute, astronaut Mark Watney was with his crew, struggling to make it out of a deadly Martian dust storm and back to the ship, currently in orbit over Mars. The next minute, he was gone, blown away, with an antenna sticking out of his side. The crew knew he'd lost pressure in his suit, and they'd seen his biosigns go flat. In grave danger themselves, they made an agonizing but logical decision: Figuring Mark was dead, they took off and headed back to Earth. As it happens, though, due to a bizarre chain of events, Mark is very much alive. He wakes up some time later to find himself stranded on Mars with a limited supply of food and no way to communicate with Earth or his fellow astronauts. Luckily, Mark is a botanist as well as an astronaut. So, armed with a few potatoes, he becomes Mars' first ever farmer. From there, Mark must overcome a series of increasingly tricky mental, physical and technical challenges just to stay alive, until finally, he realizes there is just a glimmer of hope that he may actually be rescued. Weir displays a virtuosic ability to write about highly technical situations without leaving readers far behind. The result is a story that is as plausible as it is compelling. The author imbues Mark with a sharp sense of humor, which cuts the tension, sometimes a little too much—some readers may be laughing when they should be on the edges of their seats. As for Mark’s verbal style, the modern dialogue at times undermines the futuristic setting. In fact, people in the book seem not only to talk the way we do now, they also use the same technology (cellphones, computers with keyboards). This makes the story feel like it's set in an alternate present, where the only difference is that humans are sending manned flights to Mars. Still, the author’s ingenuity in finding new scrapes to put Mark in, not to mention the ingenuity in finding ways out of said scrapes, is impressive.
Sharp, funny and thrilling, with just the right amount of geekery.Pub Date: Feb. 11, 2014
ISBN: 978-0-8041-3902-1
Page Count: 368
Publisher: Crown
Review Posted Online: Dec. 7, 2013
Kirkus Reviews Issue: Dec. 15, 2013
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by Andy Weir ; illustrated by Sarah Andersen
by Ernest Cline ‧ RELEASE DATE: Aug. 16, 2011
Too much puzzle-solving, not enough suspense.
Video-game players embrace the quest of a lifetime in a virtual world; screenwriter Cline’s first novel is old wine in new bottles.
The real world, in 2045, is the usual dystopian horror story. So who can blame Wade, our narrator, if he spends most of his time in a virtual world? The 18-year-old, orphaned at 11, has no friends in his vertical trailer park in Oklahoma City, while the OASIS has captivating bells and whistles, and it’s free. Its creator, the legendary billionaire James Halliday, left a curious will. He had devised an elaborate online game, a hunt for a hidden Easter egg. The finder would inherit his estate. Old-fashioned riddles lead to three keys and three gates. Wade, or rather his avatar Parzival, is the first gunter (egg-hunter) to win the Copper Key, first of three. Halliday was obsessed with the pop culture of the 1980s, primarily the arcade games, so the novel is as much retro as futurist. Parzival’s great strength is that he has absorbed all Halliday’s obsessions; he knows by heart three essential movies, crossing the line from geek to freak. His most formidable competitors are the Sixers, contract gunters working for the evil conglomerate IOI, whose goal is to acquire the OASIS. Cline’s narrative is straightforward but loaded with exposition. It takes a while to reach a scene that crackles with excitement: the meeting between Parzival (now world famous as the lead contender) and Sorrento, the head of IOI. The latter tries to recruit Parzival; when he fails, he issues and executes a death threat. Wade’s trailer is demolished, his relatives killed; luckily Wade was not at home. Too bad this is the dramatic high point. Parzival threads his way between more ’80s games and movies to gain the other keys; it’s clever but not exciting. Even a romance with another avatar and the ultimate “epic throwdown” fail to stir the blood.
Too much puzzle-solving, not enough suspense.Pub Date: Aug. 16, 2011
ISBN: 978-0-307-88743-6
Page Count: 384
Publisher: Crown
Review Posted Online: April 18, 2011
Kirkus Reviews Issue: May 1, 2011
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