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READY PLAYER ONE

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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THE QUEEN OF RAIDERS

From the Nine Realms series , Vol. 2

Perfectly fine despite second-book syndrome.

Cerúlia must grow up and learn to fight for her destiny in Kozloff’s (A Queen in Hiding, 2020) second Nine Realms novel.

Her mother, the Queen of Weirandale, is dead, and Cerúlia isn’t a child any more. She’s left her adoptive peasant family in order to escape evil Lord Matwyck’s clutches and eventually escapes Weirandale altogether. Using her ability to talk to animals and several bird-related aliases, Cerúlia manages to trek her way over the mountains and into the nation of Oromondo. Cerúlia knows that the Oros killed her mother, and she wants to avenge her death. She’s heard of a group of raiders who work to disrupt the Oros as they invade and pillage neighboring nations. When Cerúlia finally manages to find them and convince them to let her join up, she discovers not only new friends, but a newfound sense of purpose. But is any of that enough to win back her throne or even save herself from the Oro army? Interspersed with Cerúlia’s plotline are various threads centering on the Oro army and people, Lord Matwyck’s kindhearted son, and the raiders themselves. This is the second of a four-part series, and, as such, it falls into the expected pitfalls. The self-contained plot works, but it inevitably feels more like a buildup to further books in the series than its own story. It rises above filler, though, and Kozloff is clearly laying the groundwork for something good, particularly with the very last chapter.

Perfectly fine despite second-book syndrome.

Pub Date: Feb. 18, 2020

ISBN: 978-1-250-16856-6

Page Count: 512

Publisher: Tor

Review Posted Online: Jan. 12, 2020

Kirkus Reviews Issue: Feb. 1, 2020

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THE MIME ORDER

From the Bone Season series , Vol. 2

Shannon’s prose style is serviceable, but her legion of fans will once again be here for the propulsive plot rather than...

Paige Mahoney, the Pale Dreamer of The Bone Season (2013), returns in this second volume of a projected seven-volume fantasy/science-fiction epic.

The novel begins with Paige’s escape to London as she eludes pursuers of all stripes and becomes public enemy No. 1. On the plus side, she’s with a gang of clairvoyants, and her cohort is headed by Jaxon Hall, one of the mime-lords of the title. (Mime-lords and mime-queens are leaders of clairvoyant gangs who form a subgroup within the various cohorts.) London becomes the main setting of the novel, and it assumes various guises, some comforting but most harrowing. Cohorts inhabit spaces that seem vaguely familiar (Covent Garden, Camden Town, Soho) yet remain mysterious and sinister. Readers of the first volume might also remember the emphasis on a specialized and arcane vocabulary applicable to the alternative universe the author creates. The glossary is again a welcome necessity. The prime mover of action here is Paige’s relentless pursuit by Scion, a governmental organization that sees her as a threat to its status and power. Eventually Paige meets up again with Arcturus Mesarthim, her Warden and a Rephaite—a physically immortal being. He has some advice for her—to be wary and to “manipulate [her] mime-lord…as he has spent his life manipulating others”—good advice for a world that is arcane, complex, multilayered and at times almost incomprehensible.

Shannon’s prose style is serviceable, but her legion of fans will once again be here for the propulsive plot rather than lyricism.

Pub Date: Jan. 27, 2015

ISBN: 978-1-62040-893-3

Page Count: 320

Publisher: Bloomsbury

Review Posted Online: Nov. 5, 2014

Kirkus Reviews Issue: Nov. 15, 2014

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