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Ready Player One [Audio]
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About the Author

Ernest Cline is a #1 New York Times bestselling novelist, screenwriter, father, and full-time geek. He is the author of the novels Ready Player One and Armada and co-screenwriter of the film adaptation of Ready Player One, directed by Steven Spielberg. His books have been published in over fifty countries and have spent more than 100 weeks on The New York Times bestsellers list. He lives in Austin, Texas, with his family, a time-traveling DeLorean, and a large collection of classic video games.

Reviews

"The science-fiction writer John Scalzi has aptly referred to Ready Player One as a 'nerdgasm' [and] there can be no better one-word description of this ardent fantasy artifact about fantasy culture. . . . But Mr. Cline is able to incorporate his favorite toys and games into a perfectly accessible narrative."--Janet Maslin, The New York Times "A fun, funny and fabulously entertaining first novel . . . This novel's large dose of 1980s trivia is a delight . . . [but] even readers who need Google to identify Commodore 64 or Inky, Blinky, Pinky and Clyde, will enjoy this memorabilian feast."--Cleveland Plain Dealer

"Incredibly entertaining . . . Drawing on everything from Back to the Future to Roald Dahl to Neal Stephenson's groundbreaking Snow Crash, Cline has made Ready Player One a geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once."--Austin American-Statesman

"Ready Player One is the ultimate lottery ticket."--New York Daily News

"This non-gamer loved every page of Ready Player One."--Charlaine Harris, #1 New York Times bestselling author of the Sookie Stackhouse series "A treasure for anyone already nostalgic for the late twentieth century. . . But it's also a great read for anyone who likes a good book."--Wired "Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut."--Daily Mail (UK) "A gunshot of fun with a wicked sense of timing and a cast of characters that you're pumping your fist in the air with whenever they succeed. I haven't been this much on the edge of my seat for an ending in years."--Chicago Reader "A 'frakking' good read [featuring] incredible creative detail . . . I grinned at the sheer audacity of Cline's imagination."--Milwaukee Journal Sentinel "Fascinating and imaginative . . . It's non-stop action when gamers must navigate clever puzzles and outwit determined enemies in a virtual world in order to save a real one. Readers are in for a wild ride."--Terry Brooks, #1 New York Times bestselling author of the Shannara series "I was blown away by this book. . . . A book of ideas, a potboiler, a game-within-a-novel, a serious science-fiction epic, a comic pop culture mash-up-call this novel what you will, but Ready Player One will defy every label you try to put on it. Here, finally, is this generation's Neuromancer."--Will Lavender, New York Times bestselling author of Dominance "I really, really loved Ready Player One. . . . Cline expertly mines a copious vein of 1980s pop culture, catapulting the reader on a light-speed adventure in an advanced but backward-looking future."--Daniel H. Wilson, New York Times bestselling author of Robopocalypse "A nerdgasm . . . imagine Dungeons and Dragons and an 80s video arcade made hot, sweet love, and their child was raised in Azeroth."--John Scalzi, New York Times bestselling author of Old Man's War

"Completely fricking awesome . . . This book pleased every geeky bone in my geeky body. I felt like it was written just for me."--Patrick Rothfuss, #1 New York Times bestselling author of The Wise Man's Fear

"The science-fiction writer John Scalzi has aptly referred to Ready Player One as a 'nerdgasm' [and] there can be no better one-word description of this ardent fantasy artifact about fantasy culture. . . . But Mr. Cline is able to incorporate his favorite toys and games into a perfectly accessible narrative."--Janet Maslin, The New York Times "A fun, funny and fabulously entertaining first novel . . . This novel's large dose of 1980s trivia is a delight . . . [but] even readers who need Google to identify Commodore 64 or Inky, Blinky, Pinky and Clyde, will enjoy this memorabilian feast."--Cleveland Plain Dealer

"Incredibly entertaining . . . Drawing on everything from Back to the Future to Roald Dahl to Neal Stephenson's groundbreaking Snow Crash, Cline has made Ready Player One a geek fantasia, '80s culture memoir and commentary on the future of online behavior all at once."--Austin American-Statesman

"Ready Player One is the ultimate lottery ticket."
--New York Daily News

"This non-gamer loved every page of Ready Player One."--Charlaine Harris, #1 New York Times bestselling author of the Sookie Stackhouse series "A treasure for anyone already nostalgic for the late twentieth century. . . But it's also a great read for anyone who likes a good book."--Wired "Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut."--Daily Mail (UK) "A gunshot of fun with a wicked sense of timing and a cast of characters that you're pumping your fist in the air with whenever they succeed. I haven't been this much on the edge of my seat for an ending in years."--Chicago Reader "A 'frakking' good read [featuring] incredible creative detail . . . I grinned at the sheer audacity of Cline's imagination."--Milwaukee Journal Sentinel "Fascinating and imaginative . . . It's non-stop action when gamers must navigate clever puzzles and outwit determined enemies in a virtual world in order to save a real one. Readers are in for a wild ride."--Terry Brooks, #1 New York Times bestselling author of the Shannara series "I was blown away by this book. . . . A book of ideas, a potboiler, a game-within-a-novel, a serious science-fiction epic, a comic pop culture mash-up-call this novel what you will, but Ready Player One will defy every label you try to put on it. Here, finally, is this generation's Neuromancer."--Will Lavender, New York Times bestselling author of Dominance "I really, really loved Ready Player One. . . . Cline expertly mines a copious vein of 1980s pop culture, catapulting the reader on a light-speed adventure in an advanced but backward-looking future."--Daniel H. Wilson, New York Times bestselling author of Robopocalypse "A nerdgasm . . . imagine Dungeons and Dragons and an 80s video arcade made hot, sweet love, and their child was raised in Azeroth."--John Scalzi, New York Times bestselling author of Old Man's War

"Completely fricking awesome . . . This book pleased every geeky bone in my geeky body. I felt like it was written just for me."--Patrick Rothfuss, #1 New York Times bestselling author of The Wise Man's Fear

In the near future, scarce fossil fuels have ended America's era of prosperity, sent small-town Americans to precarious vertical trailer parks at urban fringes, and the entire population into the OASIS, an immersive virtual reality, for education and escape. A possibly autistic genius obsessed with the geek side of 1980s pop culture had designed OASIS, and he leaves his entire fortune, including control of OASIS, to whoever can complete a quest he designed within it. Our heroes, sympathetic nerds with a lot of free time, go after it, as do the Sixers, unscrupulous corporate drones who want to monetize OASIS. SF fans will recognize the book's tone as Dream Park meets Snow Crash, but readers won't need any sf background to get it. More useful would be a crash course in the 1980s-while the novel's preoccupation with dated culture is plausible in context, it may leave Millennials confused and baby boomers cold. Cline's world-building raises some questions about how economics and politics works, but it doesn't matter to the story. The conclusion is perhaps a bit predictable and the tacked-on moral a bit pat, but it's a feel-good ending all around. Verdict Despite some flaws, this debut is a great geek beach book, an unapologetic romp with brains and style. [See Prepub Alert, 2/7/11.]-Meredith Schwartz, New York (c) Copyright 2011. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

Imagine if Willie Wonka had been a video-game designer. Now imagine a world in which most people spend their time as avatars in a virtual reality. The founder of this virtual reality leaves his fortune to the first to win a contest, comprised of puzzles and tasks based on 1980s popular culture. Three teens compete to win against an evil conglomerate. (Aug.) (c) Copyright 2011. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

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