by Iain M. Banks ‧ RELEASE DATE: July 1, 1995
Intricate, disconcerting far-future saga from the author The Player of Games (1989), etc., in which the Encroachment, a cloud of space dust, threatens to extinguish all life on Earth. The characters interact mostly within a colossal building called the Serehfa, which incorporates an advanced computer network of which the crypt, a virtual reality realm where stored personalities roam and interact, is menaced by slowly advancing chaos. King Adijine, who possesses the means to spy on anyone anywhere, has gone to war with the Chapel Engineers over control of a mysterious something that may be of assistance against the Encroachment. His Chief Scientist, Hortis Gadfium, has formed a conspiracy to search for a better way to tackle the problem; she receives a strange but encouraging message from the top of the fast-tower, an area long isolated from the rest of the building that was once the anchor for a space elevator system. The Asura, a young woman gradually recalling her memories and purpose, embodies another message, this from one independent part of the computer system to another. When Count Alandre Sessine is murdered, his relict in the crypt prompts another version of himself, prepared long ago, to find out why. And young Bascule, a Teller who converses with the occupants of the crypt, adds his nearly unintelligible voice to the narrative: "He lukes @ me & wails Feerth, Mr. Bathcule! Feerth! & then juss keels ovir on2 thi flor ov thi box, his Is stil opin." Quite a brew, and they haven't even begun to save the world yet. An extraordinary, often brilliantly inventive odyssey, so dense and complicated that Banks must pause halfway through and again at the end simply to provide catch-up explanations. Dazzling stuff: a shame it doesn't add up.
Pub Date: July 1, 1995
ISBN: 0-553-37459-1
Page Count: 320
Publisher: Bantam
Review Posted Online: May 19, 2010
Kirkus Reviews Issue: May 1, 1995
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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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SEEN & HEARD
by M.R. Carey ‧ RELEASE DATE: April 14, 2020
A captivating start to what promises to be an epic post-apocalyptic fable.
The first volume in Carey’s Rampart trilogy is set centuries into a future shaped by war and climate change, where the scant remains of humankind are threatened by genetically modified trees and plants.
Teenager Koli Woodsmith lives in Mythen Rood, a village of about 200 people in a place called Ingland, which has other names such as “Briton and Albion and Yewkay.” He was raised to cultivate, and kill, the wood from the dangerous trees beyond Mythen Rood’s protective walls. Mythen Rood is governed by the Ramparts (made up entirely of members of one family—what a coincidence), who protect the village with ancient, solar-powered tech. After the Waiting, a time in which each child, upon turning 15, must decide their future, Koli takes the Rampart test: He must “awaken” a piece of old tech. After he inevitably fails, he steals a music player which houses a charming “manic pixie dream girl” AI named Monono, who reveals a universe of knowledge. Of course, a little bit of knowledge can threaten entire societies or, in Koli’s case, a village held in thrall to a family with unfettered access to powerful weapons. Koli attempts to use the device to become a Rampart, he becomes their greatest threat, and he’s exiled to the world beyond Mythen Rood. Luckily, the pragmatic Koli has his wits, Monono, and an ally in Ursala, a traveling doctor who strives to usher in a healthy new generation of babies before humanity dies out for good. Koli will need all the help he can get, especially when he’s captured by a fearsome group ruled by a mad messianic figure who claims to have psychic abilities. Narrator Koli’s inquisitive mind and kind heart make him the perfect guide to Carey’s (Someone Like Me, 2018, etc.) immersive, impeccably rendered world, and his speech and way of life are different enough to imagine the weight of what was lost but still achingly familiar, and as always, Carey leavens his often bleak scenarios with empathy and hope. Readers will be thrilled to know the next two books will be published in short order.
A captivating start to what promises to be an epic post-apocalyptic fable.Pub Date: April 14, 2020
ISBN: 978-0-316-47753-6
Page Count: 416
Publisher: Orbit/Little, Brown
Review Posted Online: Jan. 12, 2020
Kirkus Reviews Issue: Feb. 1, 2020
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