Ready Player One | |||||
Ernest Cline | |||||
Crown Publishers, 375 pages | |||||
A review by Charlene Brusso
Maybe they're learning the skills needed to save the world.
Welcome to 2044 and a gritty dystopia born of economic and ecological collapse. It's a world so grim that humanity
spends all its time online with VR visors and haptic gloves, in a nice shiny virtual world called OASIS (for
Ontologically Anthropocentric Sensory Immersive Simulation). The brainchild of gaming and VR genius James
Halliday, "a god among geeks, a nerd über-diety" on par with "Gygax, Garriott, and Wozniak," OASIS contains
thousands of planets where people not only party but work and go to school.
With his best friend and business partner Ogden Morrow, Halliday made billions running Gregarious Simulation
Systems (GSS), the most successful game company ever. They split up over OASIS, because Ogden saw it as
dangerously addictive, "a self-imposed prison for humanity", and he may have been right. Halliday made OASIS
free, and completely anonymous. Soon enough, humanity had taken to the game universe rather than try and fix
their own reality.
The search for Halliday's egg affected life on Earth more than any event before it. People devoted their lives
to hunting it. The search demanded tireless research into pop culture from Halliday's youth: films and cartoons
from the 70s and 80s, and video games from the 80s and early 90s. Thanks to Halliday, retro culture permeated
the modern world and stayed permanently.
Enter young Wade Owen Watts, orphan and dedicated teenage gamer, whose knowledge of old Dungeons and Dragons modules
leads him to the first challenge: beating the undead lich king from "Tomb of Horrors" at dusty arcade
game "Joust," and then successfully recalling dialogue from the movie War Games. Wade's discovery
earns him world-wide notoriety, as well as the avaricious attention of GSS's rival, Innovative Online, a
thoroughly evil organization that would do horrible things, like charge for access to OASIS, if they actually
found Halliday's egg. And they're willing to kill to get what they want.
Ready Player One is a feast for fans of late 20th century American pop culture: you'll find plenty of
references to Pac-Man and various other arcade and console games. The story takes a while to get rolling,
as Cline lets Wade introduce the world, but its measured pace and easy-to-spot villains and heroes also make
the book an excellent entry-level sf novel for more mainstream readers.
Most of all, Ready Player One is pure gamer wish fulfillment. It's the chance for grown up geeks,
nerds, etc., to turn the tables on everyone who ever told them that doing the things they loved was a
waste of time. "Someday," you can tell all the naysayers, "This could save the world!"
Charlene's sixth grade teacher told her she would burn her eyes out before she was 30 if she kept reading and writing so much. Fortunately he was wrong. Her work has also appeared in Aboriginal SF, Amazing Stories, Dark Regions, MZB's Fantasy Magazine, and other genre magazines. |
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