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EON

A big, ambitious, highly imaginative but less than fully persuasive novel from the author of Blood Music (p. 62). In the near future, after a limited nuclear war, a large asteroid—the "Stone"—takes up orbit around the Earth. The Stone is hollow, containing six huge, apparently abandoned chambers, cities, lights, forests, and whatnot—and a mind-boggling seventh chamber, a corridor that somehow continues beyond the exterior length of the Stone! As the Western allies explore the Stone (the Russians are mostly excluded), they find books detailing the Stone's past (it was built in an alternate universe) and future (a full-scale nuclear war is about to happen). Then a Russian invasion of the Stone duly triggers the war on Earth; so the surviving invaders and occupants alike are marooned in the Stone—where they're being observed by ghostlike beings from the mysterious corridor. Thereafter, things get complicated. The corridor, or "Way," extends indefinitely in time as well as space; along its length are openings, "Gates," into other worlds. Far down the Way, Axis City is the hub of a large inter-Gate trading complex—but it's threatened with invasion by the enigmatic, hostile Jarts. The humans in the Stone, led by administrator Garry Lanier and mathematics whiz Patricia Vasquez, become integral to the Axis City political disputes stirred up by agent Olmy: one faction favors accelerating the City along the Way to shut out the Jarts; others agitate for a return down the Way to help out their hapless ancestors on the devastated Earth. An impressive and often absorbing enterprise, but patchy and problematic, from the unconvincing characters and poor descriptions to fizzling subplots and the prolonged, dull opening. And even when the narrative finally gathers momentum and excitement, the many dazzling ideas here are never firmly under control.

Pub Date: Aug. 1, 1985

ISBN: 0812520475

Page Count: -

Publisher: Bluejay

Review Posted Online: Sept. 19, 2011

Kirkus Reviews Issue: July 15, 1985

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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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GRENDEL

As in Resurrection (1966) and The Wreckage of Agathon (1970) Gardner demonstrates his agility at juggling metaphysical notions while telling a diverting tale. Here he has used as a means of discovering man's unsavory ways that muzziest of monsters, Grendel, from the Beowulf chronicle. As in the original, Grendel is a bewildering combination of amorphous threats and grisly specifics — he bellows in the wilds and crunches through hapless inhabitants of the meadhall. But Grendel, the essence of primal violence, is also a learning creature. Itc listens to a wheezing bore with scales and coils, a pedantic Lucifer, declaim on the relentless complexity of cosmic accident. He hears an old priest put in a word for God as unity of discords, where nothing is lost. And Grendel continues to observe the illusions of bards, kings, heroes, and soldiers, occasionally eating one. After the true hero arrives sprouting fiery wings, to deal the death blow, he shows Grendel the reality of both destruction and rebirth. Throughout the trackless philosophic speculation, the dialogue is witty and often has a highly contemporary tilt: "The whole shit-ass scene was his idea, not mine," says Grendel, disgusted by a sacrificial hero. At the close one is not sure if the savior is "blithe of his deed," but Gardner, the word-pleaser, should be.

Pub Date: Sept. 17, 1971

ISBN: 0679723110

Page Count: 186

Publisher: Knopf

Review Posted Online: March 29, 2012

Kirkus Reviews Issue: Sept. 1, 1971

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