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Ready Player One, by Ernest Cline
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At once wildly original and stuffed with irresistible nostalgia, Ready Player One is a spectacularly genre-busting, ambitious, and charming debut - part quest novel, part love story, and part virtual space opera set in a universe where spell-slinging mages battle giant Japanese robots, entire planets are inspired by Blade Runner, and flying DeLoreans achieve light speed.
It's the year 2044, and the real world is an ugly place.
Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of 10,000 planets.
And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune - and remarkable power - to whoever can unlock them.
For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday's riddles are based in the pop culture he loved - that of the late 20th century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday's icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes's oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig.
And then Wade stumbles upon the first puzzle.
Suddenly the whole world is watching, and thousands of competitors join the hunt - among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life - and love - in the real world he's always been so desperate to escape.
A world at stake.
A quest for the ultimate prize.
Are you ready?
- Sales Rank: #17 in Audible
- Published on: 2011-08-16
- Format: Unabridged
- Original language: English
- Running time: 946 minutes
Most helpful customer reviews
236 of 262 people found the following review helpful.
Torn in Two
By Amazon Customer
This book illustrated the difference between reading as a reader and reading as an author. The crux of the problem: my inner geek fell in love with this book, while the objective side of my mind had a hard time overlooking the flaws. This is an attempt to tackle critique from both viewpoints. Keep that in mind if this review is a bit fractured.
My two sides didn't always war; they agreed on the characters, or rather, the lack thereof. I had difficulty forming a clear view of the characters early on. It took me some time to figure it out, dazzled as I was by the nostalgia rushing through my system: they are stereotypes. The reclusive loner. The so-punk-it-hurts snarky girl who helps the protagonist "level up" at relationships by accepting her despite her one small flaw. The jock. The honorable Japanese character. Cline misses a big chance to make up for this by turning his villains into generic "Bob Evils" of "Evilcorp" stand-in company IOI. We learn that the antagonist once designed video games, but see no hint of how he went from a benign game designer to a soulless murderer. Lost opportunity there.
Unfortunately, pacing presents a problem. Geek mind was pleased with a perceived brisk pace, and wanted to tear right through it. It's tough to give a book bad marks for pacing when that occurs, except Cline stops the show almost every time a pop culture reference comes along, offering a detailed explanation. This might have been meant to help the younger readers, but it murders the pace.
Then we have the plot: it spoke right to my geeky soul. From the book title itself (a reference to the arcade games of my youth) to the numerous 80s film and music references, the author knows his subject matter well and wears it like a badge of honor. He does an okay job of weaving it into the narrative, barring the examples above. I'm also a sucker for a well-done quest plot. This book delivers on the quest plot, big-time. The romance is bland. I never cared for the cardboard cutout that was Art3mis, so it just never connected. The EvilCorp subplot, unfortunately, hit ludicrous levels even for my geek brain, and would have cost it a star even from that point of view.
Writer Brain agrees on the quest plot, but the 80s references? Pandering. Pure and simple. They're not even well done, with some just being pure name drops, a wink and a nudge intended to make me like the book - it's an easy emotional note to play, using the reader's nostalgic emotions as a crutch for the characters' emotions, which are difficult to access. Then there are the ludicrous plot contrivances, especially Parzival's "grand plan". No spoilers here, but you'll know it when you see it and it may drive you mad. Cline clearly painted himself into a corner and found a very far-fetched way out of it using magic tools never-before-mentioned. This happens in other places in the book, like a teenager becoming interested in and thoroughly studying the culture from six decades previous, but this is particularly egregious.
So, we have the cons: relying too heavily on nostalgia, ridiculous plot contrivances, flat characters, and uneven pace. Then come the pros: a story that keeps you reading, a well-done quest plot, and - from my geeky perspective - feeding of the nostalgic urge. Thus, I recommend this book with several caveats. One, you absolutely must have a connection to the 80s. This must come across as a very hollow book without that connection. Two, if you have that connection, it should be a connection of the geekier stripe. Three, be prepared to turn your brain off and enjoy as it you would an action film. If you can do all of that, you might have a blast with it as I did, even while objectively knowing it's a bit iffy.
481 of 564 people found the following review helpful.
This is going to be on my best of the year list
By sb-lynn
Brief summary and review, no spoilers.
The year is 2044 and the world is an unpleasant and grim place. Famine and poverty are rampant, and to escape the bleakness of real life most people choose to instead enter the world of OASIS.
Let me explain OASIS - this is a virtual world that is very elaborate and realistic,and it contains multiple planets and landscapes. It was created in main part by a man named James Halliday, the ultimate lonely computer geek, who was obsessed with the 1980's. Halliday died some time before the start of this story but had stated in his will that his vast fortune would go to the person who could find three magical keys hidden in OASIS, pass the portals associated with them, and then find the ultimate prize - the hidden egg. Over the years many people have searched for these magic keys and gates but none have prevailed. Those who search call themselves gunters. Also at play is a villainess corporation called IOI led by a man named Sorrento - who's agents searching for the egg are called Sixers.
The main protagonist of this story is an 18 year old named Wade Watts. Wade lives in abject poverty with his uncaring and cruel aunt. Because Wade's life is so grim, like so many others he spends almost all of his time in OASIS. It's where he goes to school and it's in OASIS where he meets his friends - avatars named Aech and Art3mis. Because everyone he meets via OASIS is an avatar, it's hard for anyone to distinguish friend from foe.
Because of his real world lack of money and help, Wade has few powers and weapons for his avatar (which he named Parzival, a takeoff of Percival the Knight which was already taken.) Even with this disadvantage, because of his intelligence and his obsession with anything Halliday or 80's related he is able to figure out how to find the first key - the copper one, and figures out how to pass that first gate. The race is on, with other gunters and the Sixers in hot pursuit. The future of OASIS is at risk because Sorrento intends to start charging money for the use of OASIS, which would keep so many offline and unable to access it. And this competition poses real life dangers for the players as well.
This is really a quest novel in the grand tradition of great fantasy literature. We have obstacles to overcome and evil-doers to defeat, and "magic," albeit computer generated, along the way.. There is plenty of action in this book and you will be turning the pages eagerly to read what happens next.
One of the (many) things that makes this book so wonderful are all the 80's references, especially to the video games and music and movies that so many of us fondly remember.
Note - don't worry if you weren't or aren't a big video game player or don't remember a lot about the 80's - if you are it might only add to your enjoyment of this novel but anyone can follow along. The story is both innovative and old-fashioned and it should appeal to anyone who loves to lose themselves inside a good novel.
At heart, this is a book for anyone who has ever felt like an outsider or a geek, and for those of us who love to read. I haven't fallen in love with a book like this in a long time and I hope it gets the recognition and readership that it deserves. As an added plus, and without giving away any spoilers, there is an interesting twist of sorts at the end, that poses an ethical dilemma for anyone wielding power over OASIS.
Highly recommended. Just a magical book with a cast of characters that you will really care about. Even though this takes place in the year 2044, the sense of nostalgia and the world created will take you back in time to the way you felt when you were 18. I promise.
471 of 561 people found the following review helpful.
Have some exposition with your exposition
By owookiee
I'm fairly shocked at all the 5-star reviews on this. The book is a young adult book that is targeted to appeal to 30 and 40-somethings. As such, it falls short for both groups. The young adults can't relive all the 80's references, and the older people have to suffer through the low-level writing just to reminisce about Atari games and Broderick films.
The story had suspense and was interesting, but it is an unfinished product. There is way too much exposition. Pages and pages of this happened, then this happened, and this is why. Everything is just laid out matter-of-factly, and that's a very boring style. All the obstacles faced by the protagonist seemed contrived, and the solutions to them were too convenient; picture the scene in Independence Day where they hack into the Alien ship with a Mac - that's the kind of ridiculous non-thought-out way everything gets resolved. Many other things weren't well thought out - he paints the areas between major cities to be wastelands run by robbers and murderers, yet all the infrastructure is in great shape - the roads are fine, the internet works great, etc. Somehow 30 years from now Saturday Night Live is still on the air and Youtube is still the main portal for sharing videos. The protagonist fills up a "10 zettabyte" USB stick (yes, they're still using slow flash memory in the future!) with data that would probably fill less than a terrabyte, he uses the term for a billion terrabytes just to make it futuristic yet doesn't think through anything else, and this sort of carelessness ruined the book for me in many places.
Despite all this, I think it could make a decent movie, it reads like a script and I wasn't surprised to find out the author is a screenwriter. I just hope they get someone who actually knows technology to consult on it, otherwise like in the book, we'll have people who can use their online avatar intricately like it's their own body despite only interfacing with a powerglove and 3D glasses.
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