Immersing himself in a mid-21st-century technological virtual utopia to escape an ugly real world of famine, poverty and disease, Wade Watts joins an increasingly violent effort to solve a series of puzzles by the virtual world's super-wealthy creator, who has promised that the winner will be his heir. (This book was previously listed in Forecast.)
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
PRE-ORDER NOW - READY PLAYER TWO: THE SEQUEL ______________________ THE BOOK BEHIND THE MAJOR MOTION PICTURE DIRECTED BY STEVEN SPIELBERG Now available for the first time in a beautiful hardback edition, perfect for hardcore fans and collectors A world at stake. A quest for the ultimate prize. Are you ready? It's the year 2044, and the real world has become an ugly place. We're out of oil. We've wrecked the climate. Famine, poverty, and disease are widespread. Like most of humanity, Wade Watts escapes this depressing reality by spending his waking hours jacked into the OASIS, a sprawling virtual utopia where you can be anything you want to be, where you can live and play and fall in love on any of ten thousand planets. And like most of humanity, Wade is obsessed by the ultimate lottery ticket that lies concealed within this alternate reality: OASIS founder James Halliday, who dies with no heir, has promised that control of the OASIS - and his massive fortune - will go to the person who can solve the riddles he has left scattered throughout his creation. For years, millions have struggled fruitlessly to attain this prize, knowing only that the riddles are based in the culture of the late twentieth century. And then Wade stumbles onto the key to the first puzzle. Suddenly, he finds himself pitted against thousands of competitors in a desperate race to claim the ultimate prize, a chase that soon takes on terrifying real-world dimensions - and that will leave both Wade and his world profoundly changed. ____________________________________ If you loved READY PLAYER ONE and can't wait for more, check out ARMADA, Ernest Cline's geek masterpiece! 'Wildly original and stuffed with irresistible nostalgia, Ready Player One is a spectacularly genre-busting, ambitious, and charming debut' Independent 'Part intergalactic scavenger hunt, part romance, and all heart' CNN 'Ernest Cline's novel deserves to be a modern classic' SciFiNow 'Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut' Daily Mail
Discover the captivating art of Steven Spielberg’s Ready Player One. Our dystopian world lies on the brink of chaos and collapse, but the people have found their salvation in the OASIS, an expansive virtual reality universe created by the brilliant and eccentric James Halliday. When Halliday dies, he leaves his immense fortune in the form of a digital Easter egg hidden somewhere in the OASIS, sparking a contest that grips the entire world. Wade Watts, an unlikely young hero, decides to join the contest and embarks on a reality-bending treasure hunt through a fantastical world of action, danger, and mystery. Directed by Steven Spielberg and based on author Ernest Cline’s internationally best-selling book, Ready Player One is a hugely imaginative sci-fi adventure set in a rich virtual world. The Art of Ready Player One explores the creation of the incredible design work for this much-anticipated film, showcasing a wealth of concept art, sketches, storyboards, and other stunning visuals. The book also features exclusive interviews and commentary from the creative team, forming the perfect companion to one of the most exciting films of 2018.
From the author of Ready Player One, a rollicking alien invasion thriller that embraces and subverts science-fiction conventions as only Ernest Cline could. Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure. So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness. Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada--in which gamers just happen to be protecting Earth from alien invaders. As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance. But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like...well...fiction? At once reinventing and paying homage to science-fiction classics as only Ernest Cline can, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
Story of five people caught inside an airport cocktail lounge during a global disaster.
The setting of the novel is a dystopian Earth in 2044/2045. The planet, which became a globalized civilization, is facing a global energy crisis, climate change and several other issues. Most of the people spend their time in a virtual space/reality known as the OASIS. The designer of the OASIS left a treasure game, the Hunt, to play within the OASIS. The winner of the Easter egg hidden by the designer will get his fortune. The protagonist Wade Watts and his friends compete for the game, while also fighting an evil corporate entity. The film adaptation of the novel, produced and directed by Steven Spielberg, will release in March 2018.
_____________________ AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday's vaults, waiting for his heir to find it, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous - and addictive - than even Wade dreamed possible. With it comes a new riddle, and a new quest: a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants. Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again. _____________________ 'Delving back into the universe of OASIS is a nostalgic delight... fans will love returning to Cline's virtual world.' Press Association 'Living up to the smash hit Ready Player One - turned into a film by Steven Spielberg - was never going to be easy, but Ernest Cline's wry and savage sequel shows how it should be done... A wild ride. Make this into a movie now.' The Times 'Ernest Cline takes Ready Player One, gives it a software update, adds some more nostalgia and delivers sheer joy in Ready Player Two.' Phil Williams, Times Radio 'A stunning, futuristic thrill-ride, full of nostalgia and wonderful set-pieces. Ready Player Two improves on everything from its predecessor.' Daily Express _____________________ Praise for Ready Player One: 'Enchanting . . . Willy Wonka meets The Matrix.' USA Today 'An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.' CNN 'Delightful . . . the grown-up's Harry Potter.' HuffPost 'As one adventure leads expertly to the next, time simply evaporates.' Entertainment Weekly 'Gorgeously geeky, superbly entertaining, [and] spectacularly successful.' Daily Mail 'A smart, funny thriller that both celebrates and critiques online culture.' San Francisco Chronicle 'A geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once.' Austin American-Statesman
The day turns freezing and dark, a heinous crime occurs and abandonment ensues. It is the last day of school for a twelve-year-old girl named Christine in 1994 in Toronto, Canada. Twenty-one years later, she finally realizes that her silence about the meaning of her name, which her mother gave to her on her death bed, threatens her survival. She has formed a compromise through her new name, Lena, to survive the events of her childhood. Accompanied by her husband, she takes the trip of her life to a paradisaical landscape, Jamaica, where she meets a woman who knows about compromising. Christine discovers that both a woman's compromise and her retraction of that compromise can be not only courageous but also dazzlingly infelicitous. That infelicity is found in the name of a seventy-four-year-old Jamaican woman who now calls herself Dell-Dell.
From the bestselling author of the Dream of Eagles series and The Guardians trilogy comes a tale of revenge, dark secrets, and a mysterious cataclysm that decimated a Roman legion: the story behind the story that began it all. Fleeing the massacre of his entire family save a single uncle, young Roman aristocrat Quintus Varrus arrives in fourth-century London not knowing who is to blame for the murders nor whom he can trust now. He fears for his life, but when he meets a young Irish woman named Lydia Mcuil, their lives quickly become intertwined and her father offers to set the young Roman up as a smith (under an Irish alias) in the town of Colchester while the young lovers get to know each other from a distance. But the assassins haven't forgotten Quintus and a deadly ambush is barely thwarted, bringing the young Roman into friendship with his rescuer, a hardened former military policeman known as Rufus Cato, who has his own score to settle with the powerful man behind the attack. Quintus is introduced to the secrets of an ancient brotherhood that is trying to halt the rot that is destroying their beloved Empire--secrets that may finally reveal the identity of those who murdered his family, and expose the shocking reason why. Set against the backdrop of a world in turmoil, this prequel to The Skystone, first in the Dream of Eagles series, is richly textured, intricately plotted, and filled with action and adventure: a perfect addition to the works of this master storyteller.
The third and final installment in Kristi Charish's thrilling urban fantasy series finds beloved heroine and voodoo practitioner Kincaid Strange shanghaied away from Seattle and pursuing the ghost of a serial killer in Portland. Just when Kincaid Strange thinks her life is back on track and she's finally put her time as a paranormal practitioner with the Seattle PD to rest, her ex (and Seattle cop) Aaron asks her for help with yet another strange and ominous case. Martin Dane, the White Picket Fence Serial Killer who terrorized West Coast families living the suburban American dream, appears to be back at it with a fresh murder in Portland. There's only one problem: Dane has been dead for three weeks. Kincaid can't resist a paranormal mystery. Despite her misgivings, she agrees to examine the Portland crime scene. What she discovers is a place of supernatural power unlike anywhere she's ever been--and the reason Aaron had been so tight-lipped about the case details. There's already a voodoo practitioner on the scene: Liam Sinclair, a TV celebrity of questionable talent and dubious intent. Kincaid wants nothing more than to finish the job and retreat to Seattle, but the deeper she looks, the less the murder adds up. When she uncovers a much more sinister mystery--missing ghosts, scores of them, whom no one is looking for--there's no turning back.
The actor covers his life after leaving the television series "Star Trek: the Next Generation," describing the pitfalls associated with being a former child star and his decision to launch his weblog in 2001.
Familiar and resonant, Cline's collection takes readers into a private landscape of science fiction, pop culture, and pornography. Ernest Cline is a geek, novelist, poet, and screenwriter based in Austin, Texas. In addition to winning poetry slams, Cline is known for screenwriting "Fanboys," released in 2009. He also recently sold the film rights to his latest book, "Armada."
Warning: This is an independent addition to Ready Player One, meant to enhance your experience of the original book. If you have not yet bought the original copy, make sure to purchase it before buying this unofficial summary from aBookaDay. In the world Wade Watts was born to, human civilization is on the brink of collapse. Famine, war, and the consequences of climate change loom large. The only escape is OASIS, an immersive computer program in which anyone can be anything, and any world imaginable can be coded into the system. When the man who created OASIS dies, he leaves behind an immense fortune, and no heirs, with a will that names his successor the person who can find the Easter egg he left behind in the game. The world scrambles to decipher his clues. Wade is just a high school student, but when he becomes the first person to solver a major clue, he discovers that fame and fortune come with danger, and the powerful will do anything to get their hands on the prize. Read more....Download your copy today!Available on PC, Mac, smart phone, tablet or Kindle device. (c) 2015 All Rights Reserved
Seventeen-year-old Matthew Munson is ranked thirteenth in the state in Bash Bash Revolution, an outdated Nintendo game from 2002 that, in 2016, is still getting tournament play. He’s a high school dropout who still lives at home with his mom, doing little but gaming and moping. That is, until Matthew’s dad turns up again. Jeffrey Munson is a computer geek who’d left home eight years earlier to work on a top secret military project. Jeff has been a sporadic presence in Matthew’s life, and much to his son’s displeasure insists on bonding over video games. The two start entering local tournaments together, where Jeff shows astonishing aptitude for Bash Bash Revolution in particular. Then, as abruptly as he appeared, Matthew’s father disappears again, just as he was beginning to let Jeff back into his life. The betrayal is life-shattering, and Matthew decides to give chase, in the process discovering the true nature of the government-sponsored artificial intelligence program his father has been involved in. Told as a series of conversations between Matthew and his father’s artificial intelligence program, Bash Bash Revolution is a wildly original novel of apocalypse and revolution, as well as a poignant story of broken family.
Kincaid Strange, not your average voodoo practitioner, is back in the freshly imagined and hugely entertaining second installment of Kristi Charish's urban fantasy series. Kincaid Strange cannot catch a break. After dealing with a spate of paranormal murders, there's barely time to recuperate--let alone sleep in--before there's a new problem in Kincaid's world of paranormal activity. When her roommate, Nathan Cade--the ghost of a grunge-rocker with a pathological lack of self-control--comes home bound to a dead body, it's up to Kincaid to figure out how to free him. Ideally before her new mentor, Gideon, a powerful sorcerer's ghost, discovers that Nate is trapped in the body he'd coveted for himself. When Aaron, a Seattle cop on the afterlife beat--and Kincaid's ex--calls her in to help out with a cold case, she takes the chance to mend fences with the police department. The problem: they want to interview Nate's ghost, which she can't produce. Then people from Nate's past start showing up dead, and what's killing them doesn't seem to be human. And the way it's killing them is especially brutal. Nate's hiding something, but he's Kincaid's friend and she wants to help him. But she also wants to stay alive....
Two decades into the future humans are battling for their very survival when a powerful AI computer goes rogue, and all the machines on earth rebel against their human controllers.
“A high-octane thriller . . . Nyxia grabs you from the first line and never lets go.” —Marie Lu, #1 New York Times bestselling author of Warcross Every life has a price in this sci-fi thriller—the first in a trilogy—that has the nonstop action of The Maze Runner and the high-stakes space setting of Illuminae. What would you be willing to risk for a lifetime of fortune? Emmett Atwater isn’t just leaving Detroit; he’s leaving Earth. Why the Babel Corporation recruited him is a mystery, but the number of zeroes on their contract has him boarding their lightship and hoping to return to Earth with enough money to take care of his family. Forever. Before long, Emmett discovers that he is one of ten recruits, all of whom have troubled pasts and are a long way from home. Now each recruit must earn the right to travel down to the planet of Eden—a planet that Babel has kept hidden—where they will mine a substance called Nyxia that has quietly become the most valuable material in the universe. But Babel’s ship is full of secrets. And Emmett will face the ultimate choice: win the fortune at any cost, or find a way to fight that won’t forever compromise what it means to be human. “The 100 meets Illuminae in this high-octane sci-fi thriller.” —Bustle AND DON'T MISS NYXIA UNLEASHED WHICH TOMI ADEYEMI, NEW YORK TIMES BESTSELLING AUTHOR OF CHILDREN OF BLOOD AND BONE CALLS "A THRILLING SPACE ADVENTURE WITH AN INCREDIBLY DIVERSE CAST."
A boy coming of age in a part of the country that’s being left behind is at the heart of this dazzling novel—the first by an award-winning author of short stories that evoke the American West. “August reads like early Hemingway, retooled for the present.”—William Finnegan, Pulitzer Prize–winning author of Barbarian Days Callan Wink has been compared to masters like Jim Harrison and Thomas McGuane. His short stories have been published in The New Yorker and have won numerous accolades. Now his enormous talents are showcased in a debut novel that follows a boy growing up in the middle of the country through those difficult years between childhood and adulthood. August is an average twelve-year-old. He likes dogs and fishing and doesn’t mind early-morning chores on his family’s Michigan dairy farm. But following his parents’ messy divorce, his mother decides that she and August need to start over in a new town. There, he tries to be an average teen—playing football and doing homework—but when his role in a shocking act of violence throws him off course once more, he flees to a ranch in rural Montana, where he learns that even the smallest communities have dark secrets. Covering August's adolescence, from age twelve to nineteen, this gorgeously written novel bears witness to the joys and traumas that irrevocably shape us all. Filled with unforgettable characters and stunning natural landscapes, this book is a moving and provocative look at growing up in the American heartland.
After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience. But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so...real? Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right...in a dangerous world where video games have invaded reality.