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THE YEAR'S BEST SCIENCE FICTION

NINTH ANNUAL COLLECTION

Another bumper crop of 28 new tales, varying in length from novella down to a handful of pages, drawn from sf's 1991 magazines and anthologies. The standouts: Nancy Kress's assured tale of genetic enhancements that do away with the need to sleep; a splendid far-future yarn from Walter Jon Williams wherein a humanity united under Buddhism faces the challenge of warlike aliens; an eerie fusion of physics and Indian religions from Gregory Benford; memory theft and a bleak near-future from Brian W. Aldiss; an equally bleak 20th-century retrospective from Kim Stanley Robinson; another of Mike Resnick's sprightly future-Africa variations, and of Connie Willis's tales of the London Blitz. Also on the agenda: computer personalities, alternate histories, corporate dirty tricks, feral children, time travel, knowledge of the future, supermen, genetic warfare, homelessness, revenge, photographs, shipwreck on the moon, future sex, alien hurricanes, death, robots, art, generational conflicts, and WW II. Well up to par in terms of quality, quantity, and scope: the essential guide to science fiction's shorter-format activities.

Pub Date: July 30, 1992

ISBN: 0-312-07889-7

Page Count: 624

Publisher: St. Martin's

Review Posted Online: June 24, 2010

Kirkus Reviews Issue: May 15, 1992

Categories:
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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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FIGHT CLUB

This brilliant bit of nihilism succeeds where so many self-described transgressive novels do not: It's dangerous because...

Brutal and relentless debut fiction takes anarcho-S&M chic to a whole new level—in a creepy, dystopic, confrontational novel that's also cynically smart and sharply written.

Palahniuk's insomniac narrator, a drone who works as a product recall coordinator, spends his free time crashing support groups for the dying. But his after-hours life changes for the weirder when he hooks up with Tyler Durden, a waiter and projectionist with plans to screw up the world—he's a "guerilla terrorist of the service industry." "Project Mayhem" seems taken from a page in The Anarchist Cookbook and starts small: Durden splices subliminal scenes of porno into family films and he spits into customers' soup. Things take off, though, when he begins the fight club—a gruesome late-night sport in which men beat each other up as partial initiation into Durden's bigger scheme: a supersecret strike group to carry out his wilder ideas. Durden finances his scheme with a soap-making business that secretly steals its main ingredient—the fat sucked from liposuction. Durden's cultlike groups spread like wildfire, his followers recognizable by their open wounds and scars. Seeking oblivion and self-destruction, the leader preaches anarchist fundamentalism: "Losing all hope was freedom," and "Everything is falling apart"—all of which is just his desperate attempt to get God's attention. As the narrator begins to reject Durden's revolution, he starts to realize that the legendary lunatic is just himself, or the part of himself that takes over when he falls asleep. Though he lands in heaven, which closely resembles a psycho ward, the narrator/Durden lives on in his flourishing clubs.

This brilliant bit of nihilism succeeds where so many self-described transgressive novels do not: It's dangerous because it's so compelling.

Pub Date: Aug. 1, 1996

ISBN: 0-393-03976-5

Page Count: 192

Publisher: Norton

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: June 1, 1996

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